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		<title>Warhammer 40,000/9th Edition Tactics/Dark Angels</title>
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		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
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This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Dark Angels]] tactics. [[Warhammer_40,000/Tactics/Dark_Angels(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Dark Angels==&lt;br /&gt;
:{{Blam|+++INNER CIRCLE ACCESS GRANTED+++}}&lt;br /&gt;
&lt;br /&gt;
You like:&lt;br /&gt;
&lt;br /&gt;
1. [[Lion El&#039;Jonson|Recognising that Loyalty is its own reward]].&amp;lt;br&amp;gt;&lt;br /&gt;
2. Secrets,shady organizations, and [[rage|hate]] [[Inquisition|outsider curiosity]]&amp;lt;br&amp;gt;&lt;br /&gt;
3. [[Awesome|Cool looking models and rules]].&amp;lt;br&amp;gt;&lt;br /&gt;
4. Seven choices to play: [[Space Marines|Greenwing]], [[Ravenwing]], [[Deathwing]], all three at once, or a combination of any two of them.&amp;lt;br&amp;gt;&lt;br /&gt;
5. Colors green, black, bone white, all in perfect coordination.&amp;lt;br&amp;gt;&lt;br /&gt;
6. Hunting the [[Fallen Angels]]&amp;lt;br&amp;gt;&lt;br /&gt;
7. [[Plasma]]. A lot.&amp;lt;br&amp;gt;&lt;br /&gt;
8. [[Horus_Heresy|Some of the best fluff of any Adeptus Astartes chapter]].&amp;lt;br&amp;gt;&lt;br /&gt;
9. Full [[Dakka|shooting]] and [[Rip and tear|little to no weakness in melee]].&amp;lt;br&amp;gt;&lt;br /&gt;
10. [[Awesome|Exclusive army models with unique wargear, like Company Veterans, Plasma bikes, Plasma Land Speeders, Plasma JETBIKE, flyers, Deathwing Knights and Terminators with unique wargear]].&amp;lt;br&amp;gt;&lt;br /&gt;
11. Probably the fanciest helmets in the whole Imperium. &amp;lt;br&amp;gt;&lt;br /&gt;
12. Like other chapters of Adeptus Astartes - Angels of Death, they will be Jack-of-all-trades-Master-at-none.&amp;lt;br&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Don&#039;t mess with the&amp;amp;nbsp;[[Lion El&#039;Jonson|first]].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*You essentially have three different Chapter Tactics in your force, so if you like combined arms, Dark Angels are your kind of marines.&lt;br /&gt;
**Deathwing Terminators that can mix-match and access to unique gear, never need to take morale checks and very durable.&lt;br /&gt;
**Ravenwing bikes and Lands Speeders with cool gear, and can provide blanket buffs.&lt;br /&gt;
**&amp;quot;Greenwing&amp;quot; benefit from Grim Resolve meaning your units rarely suffer at all from Morale, and can form gun-lines with high accuracy.&lt;br /&gt;
*As Grim Resolve implies, Dark Angels are slightly more geared towards standing still and shooting or counter-charging in melee, but there are enough options for assaulting your enemies after you&#039;re through putting holes in them.&lt;br /&gt;
*Plasma! Plasma Bikers, plasma Land Speeder, plasma Dreadnoughts, with +1 damage to that plasma too for 2 CP, which for a 10 man squad of Hellblasters is one of the better Vehicle busters in the game. &lt;br /&gt;
*You get a number of cool special units that nobody else gets, like Black Knights, Talonmasters, Deathwing knights, Deathwing Ancients, Darkshroud and Land speeder Vengeance and two unique planes which are both pretty good.&lt;br /&gt;
*Primaris Dark Angels are great, as they combine well with either Grim Resolve or the &#039;Weapons from the Dark Age&#039; stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Lots&#039;&#039;&#039; of different overlapping bubbles that buff your units and debuff your enemy.&lt;br /&gt;
*Mathhammer wise, Deathwing Knights are still the best duelists during the Assault phase. Just remember to let everyone else take on infantry blobs.&lt;br /&gt;
*Everything still looks awesome. Dark Angels have some of the best looking models.&lt;br /&gt;
*Ravenwing Black Knights are the baddest bikegang in 40k. They look cool AND their rules are good.&lt;br /&gt;
*Interromancy is quite good, with psychic powers that let you mess with your opponents minds, handing out de-buffs and mortal wounds. &lt;br /&gt;
*Decent Relics, decent warlord traits, a few good stratagems and very good named characters that are quite different from the other Space Marine chapters.&lt;br /&gt;
*For 9th Edition Dark Angels will be included in the Space Marine Codex and given a Supplement similar to the 2019 First founding Supplements instead of their own codex. This gives the Unforgiven access to *almost* the entire Space Marine unit range as well as more timely updates.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Deathwing/Ravenwing buffs have little to no benefit for Primaris/Greenwing units, meaning your force will have to synergise based on their own merits rather than relying on stackable buffs.&lt;br /&gt;
*Lots of [[Neckbeard|people]] still think implying the Dark Angels are traitors is the [[Fail|height]] of comedy, and they will be sure to remind you every other turn. Using the Photoshopped picture of Gav Thorpe as evidence.&lt;br /&gt;
*You still get [[Troll|trolled]] by the [[Fallen]]. And [[Fail|they still haven&#039;t caught Cypher]].&lt;br /&gt;
*Speaking of [[Fallen]], while Dark Angels have cool bonuses against them and hunt them relentlessly, actually finding an opponent who&#039;s going to field [[Fallen]] against Dark Angels will be harder than capturing [[Cypher]].&lt;br /&gt;
*You miss out on Vanguard and Sternguard Veterans. This notification is here purely as a relic acknowledgement that we used to miss out on quite a few other units as well. Deathwing are better than Stern/Van guard anyways.&lt;br /&gt;
*Everything that troubles codex marines applies here. Marines are the most popular flavor of army, so every opponent will have some tools to deal with what you bring.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
* Troops gain &#039;&#039;&#039;Objective Secured&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Company Command:&#039;&#039;&#039; Can only have one {{W40kKeyword|Captain}} and two {{W40kKeyword|Lieutenant}} per Detachment. [[Matthew Ward|Aka fuck you to homebrew chapters that have a non-Codex organisation]] ...[[Derp|or even canon ones like the Space Wolves]].&lt;br /&gt;
***The Supplement lists a separate rule that says you may only have one Deathwing Captain and one Ravenwing Captain from the same chapter. RAI, 2 captains - one from each - is the maximum. RAW, you have to pick one captain from one of the two, or the greenwing. &lt;br /&gt;
*&#039;&#039;&#039;Chapter Command:&#039;&#039;&#039; Most non-named Characters (i.e. all except Lieutenants and Judiciars) can have a Chapter Command upgrade for PL and pts. Each &amp;lt;Chapter&amp;gt; Army can only have one Chapter Command model and some named Characters already have the relevant keyword. Crusade forces cannot start with a non-named Chapter Command model. &lt;br /&gt;
** A couple Dark Angel Characters already have Chapter Command Keywords; Azrael (Chapter Master) and Ezekiel (Chief Librarian). Deathwing and Ravenwing Command Squad Characters as well as the Interrogator Chaplain are all upgradeable. &lt;br /&gt;
** Using &amp;lt;Ultramarines&amp;gt; as an example, your army cannot have Marneus Calgar &#039;&#039;and&#039;&#039; an &amp;lt;Ultramarine&amp;gt; Captain upgraded to a Chapter Master in the same army. However, you can have an &amp;lt;Ultramarine&amp;gt; Chapter Master and a &amp;lt;Salamander&amp;gt; Chapter Master in the same army. &lt;br /&gt;
* &#039;&#039;&#039;Combat Squads:&#039;&#039;&#039; Can split a single full-sized unit into two smaller units &#039;&#039;before&#039;&#039; deployment. Works just like it always has, but more unit types can do it (e.g. Centurions). While MSU is better, it does give Space Marines a unique way to circumvent the Rule of Three or Detachment Limits. Now they just need to have spammable units worth Combat Squadding.&lt;br /&gt;
** With the introduction of Shock Assault (See below), there is worth considering the use of some of the older tactics, back when a Tactical Marine was worth more than just a bolter. One such tactic was to put your guns in one squad and your melee in another, using the ranged weapons to soften up a target then the melee (basically a Sergeant either a power weapon or fist) to finish off or better yet to tie up the target unit and finish it off (hopefully) during the opponents turn, denying them a turn at shooting and forcing them to basically waste their melee on chaff. You can also put the Sergeant in the ranged unit with a combi-weapon for a total of three bolters and two special weapons in one squad, and a heavy weapon in the other for a makeshift Devastator Squad.&lt;br /&gt;
*&#039;&#039;&#039;Angels of Death:&#039;&#039;&#039; A rule owned by all Space Marine whatever its colour, subdivided into four. Because GW likes to [[Derp|keep it simple]].&lt;br /&gt;
**&#039;&#039;&#039;And They Shall Know No Fear:&#039;&#039;&#039; When taking Combat Attrition Tests, ignore all modifiers.&lt;br /&gt;
**&#039;&#039;&#039;Bolter Discipline:&#039;&#039;&#039; Models using a rapid fire bolt weapon can double their number of shots (i.e. &#039;&#039;rapid-fire&#039;&#039;) if at least one of the following conditions is met. They don&#039;t stack, so no triple or quadruple shots if you meet more than one condition. The conditions are:&lt;br /&gt;
*** The target is within the weapon&#039;s half range (normal rapid fire rules).&lt;br /&gt;
*** The model is {{W40kKeyword|Infantry}} (excluding {{WH40Kkeyword|Centurion}}s) and every model of its unit remained stationary during the previous Movement Phase. &#039;&#039;If a Devastator&#039;s Heavy Weapon Marine moves, the Sergeant cannot use Bolter Discipline on his boltgun&#039;&#039;.&lt;br /&gt;
****It gives your Marines the option to commit to those objectives instead of having to get close to the enemy. Factions like T&#039;au may have long ranged small arms, but Space Marines can rapid fire from full range away.&lt;br /&gt;
***The firing model is a {{WH40Kkeyword|Terminator}} or {{WH40Kkeyword|Biker}}.&lt;br /&gt;
****This right here is the good shit. Footslogging Terminators now have a significantly improved threat capacity and Bikers are somehow even more deadly fast than they already were. &lt;br /&gt;
**&#039;&#039;&#039;Shock Assault:&#039;&#039;&#039; If a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit gain +1A until the end of the turn (meaning +2A if they can fight twice like with a stratagem).&lt;br /&gt;
*** Gives the generally lackluster melee of most Primaris Infantry and chainsword Assault Marines a little bit of a boost. Killer on units with power weapons like Terminators. Also means foes have to be a bit more careful about charging at Tacticals and such to tie them up, more so if you use larger units, and that they can assist in a melee in a pinch.&lt;br /&gt;
*** Remember that this ability is not Infantry exclusive; Dreadnoughts really appreciate the extra attack and even your Transports can hit a little harder in the first round of combat (Space Marines bring a whole new meaning to road rage). &lt;br /&gt;
**&#039;&#039;&#039;Combat Doctrine:&#039;&#039;&#039; Feel like it&#039;s 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the Devastator Doctrine, and then must move through each Doctrine. Once you switch there&#039;s no going back, so pay attention to the rhythm of the game. Your &#039;&#039;army&#039;&#039; gains this if &#039;&#039;all units in it&#039;&#039; have this rule, meaning taking a Guardsman Battalion would prevent the Marine detachment from getting this rule, but allied Marine detachments are okay even from a different &amp;lt;Chapter&amp;gt;.&lt;br /&gt;
***On top of that, Chapter Supplements give First Founding Chapters (and their descendants) a Specialist Doctrine that is a bonus active on top of the regular Doctrine. Bringing Chapters with different Specialist Doctrines prevents either Chapter from getting theirs, which encourages you to have a one-Chapter army. &lt;br /&gt;
**#On Turn 1, your army will always start with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039; turned on, giving all your heavy and grenade weapons the extra -1 AP so that you can soften entrenched Infantry and cripple enemy Vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 heavy bolters and assault cannons are more noticeable than AP-4 lascannons. Do keep in mind that the plethora of sniper rifles and heavy flamers (incendium/inferno/flamestorm cannons) are heavy weapons.&lt;br /&gt;
**#On the 2nd turn you switch to &#039;&#039;&#039;Tactical Doctrine&#039;&#039;&#039;, shifting the boost to your rapid fire and assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your Infantry. Storm bolters and auto bolt rifles work wonders here love this. &lt;br /&gt;
**#On the 3rd or 4th turn you shift to &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039; (you MUST change to assault on the 4th turn) giving the extra AP to your pistol and melee attacks. Don&#039;t forget your pistol can be fired if you&#039;re in melee with an enemy unit. &lt;br /&gt;
*&#039;&#039;&#039;Death From Above/Teleport Strike:&#039;&#039;&#039; Deep Strike in another name, most common on Jump Pack and Terminator models. Set them to side during deployment and set them up 9&amp;quot; from enemy models during the Reinforcement Step.&lt;br /&gt;
*&#039;&#039;&#039;Concealed Positions:&#039;&#039;&#039; Infiltrate in another name, most common on Scout and Phobos models. Set them up anywhere on field 9&amp;quot; from enemy deployment zone or models during deployment.&lt;br /&gt;
*&#039;&#039;&#039;Outflank:&#039;&#039;&#039; Like Deep Strike, but must be wholly within 6&amp;quot; of a board edge and 9&amp;quot; from enemy models during the Reinforcement Step.&lt;br /&gt;
*&#039;&#039;&#039;Martial Legacy (FW):&#039;&#039;&#039; Relic unit rules for certain Forge World models. If your army is battle-forged, each unit with this rule increases the cost of a detachment that includes it by 1CP. Essentially you pay 1CP per Martial Legacy unit in your army. &lt;br /&gt;
&lt;br /&gt;
===Chapter Tactics and Unique Rules===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grim Resolve (Chapter Tactics):&#039;&#039;&#039; Adds to your reputation as a stoic gunline army. If this unit doesn&#039;t move this turn (excluding Pile-in and Consolidation moves), add +1 to hit rolls for both shooting and melee attacks. In addition, units auto-pass Combat Attrition Tests. &lt;br /&gt;
** Way better than what it was before. Not that a re-roll of 1 is bad or anything, especially on an army that loves plasma so much, although the +1 to hit essentially makes it that everyone&#039;s shooting weapons hit on a 2+ if you don&#039;t move. Also, sticking some Company Masters or Named Characters near your guys to still get the re-roll of 1 meaning you basically can&#039;t miss any of your shots (unless you&#039;re really unlucky).&lt;br /&gt;
*&#039;&#039;&#039;Sons of the Lion (Specialist Doctrine):&#039;&#039;&#039; We have not one, not two, but three Specialist Doctrines!&lt;br /&gt;
**&#039;&#039;&#039;Speed of the Raven:&#039;&#039;&#039; While the Devastator Doctrine is active for your army, Ravenwing units get +3&amp;quot; to their move characteristic, and Ravenwing units can shoot after advancing. Naturally, they suffer the penalty as if they were advancing and firing Assault weapons (no word on Assault weapons ignoring -1 to hit unlike the previous versions of this ability).&lt;br /&gt;
**&#039;&#039;&#039;Fire Discipline:&#039;&#039;&#039; While in the Tactical Doctrine, {{W40kKeyword|INFANTRY}} models from your army (excluding {{W40kKeyword|DEATHWING}} models) can make attacks with Rapid Fire and Assault weapons (excluding Blast Weapons) while within Engagement range of enemy units but must target an enemy unit that is within Engagement Range of its own unit when doing so. When they fire in this manner, their ballistic skill is 5+. Which of course is almost always 4+ because you won&#039;t have moved.&lt;br /&gt;
**&#039;&#039;&#039;Implacable:&#039;&#039;&#039; While the Assault Doctrine is Active, each time a {{W40kKeyword|DEATHWING INFANTRY/DREADNOUGHT}} model from your army makes a melee attack against a {{W40kKeyword|CHARACTER}} unit or unit with a wound characteristic of 8 or more, you can re-roll the wound roll.&lt;br /&gt;
*&#039;&#039;&#039;Inner Circle:&#039;&#039;&#039; Given to all units if the unit makes use of Grim Resolve. It gives several abilities, which have pros and cons. Pros include automatically passing Morale Tests and if this unit has the {{W40Kkeyword|Infantry}} keyword, a wound roll of 1, 2, or 3 always fails against them. Cons include units being unable to Fall Back if in combat with a unit with a {{W40Kkeyword|Fallen}} unit and in other cases this unit must do a Leadership test by rolling 2d6 in order to Fall Back (unless the unit has {{W40Kkeyword|Vehicle}}, {{W40Kkeyword|Ravenwing}} or {{W40Kkeyword|Chapter Master}} as a keyword). &lt;br /&gt;
** The con isn&#039;t a huge con. Very few players will use Fallen and you typically have good Ld anyway if you wanted to Fall Back.&lt;br /&gt;
** The new supplement gives &#039;&#039;&#039;all&#039;&#039;&#039; Deathwing units, including those outside of the Dark Angels codex, this ability; and characters, Dreadnoughts and Terminator-bearing vehicles can purchase this rule. Wasn&#039;t there a [[Bladeguard Veteran|particularly deadly close combat unit that was already surprisingly sturdy and brutal that was hyped up to be Deathwing?]] &lt;br /&gt;
**&#039;&#039;Rites of Initiation:&#039;&#039; For 1 CP/ some points, you can buy the {{W40Kkeyword|Deathwing}} keyword for a select few models: Captains, Primaris Lieutenants with Storm Shields, Dreadnoughts, Land Raiders, Repulsors, and any other vehicles capable of bearing Terminators.( For the most part, this is wasted on vehicles as they don&#039;t get anything from this unless you&#039;re using DW Vanguard.) The Captain and Lieutenant might only benefit from this if you also grab Azrael or another Chapter Master to buff them.&lt;br /&gt;
***Gravis armor Captains get the most out of this. As they can not only plink at enemy targets with their guns. They are now much harder to remove during assaults as ICs who have a Powerfist as their standard gear. I guess we now know where the Aggressor who was promoted to the Deathwing went.&lt;br /&gt;
***For the very low price of an additional 5 points. Storm Eagles, Spartans, [[Anal_Circumference|Leviathan Dreads]], Deredeo Dreadnaughts, [[Awesome|Thunderhawks]] and other Forge World vehicles can be taken in the 1st Company detachment without losing &#039;&#039;Battleforged&#039;&#039;. Repulsors are next to worthless as a Deathwing vehicle. As Blade Guard don&#039;t benefit from the extra firepower as their a melee unit without any access to Sx2 weapons.(ie Powerfist variants). It might good for a Gravus Captain leading an Aggressor or Heavy Intercessor squad but otherwise don&#039;t bother.&lt;br /&gt;
*&#039;&#039;&#039;Jink:&#039;&#039;&#039; &#039;&#039;&#039;ALL&#039;&#039;&#039; of your {{W40Kkeyword|[[Ravenwing]]}} units (Bikers, Speeders, and Aircraft) gains a 5++ invulnerable save if they were not stationary in the previous movement phase, rising to a 4++ invulnerable save if they Advance. &lt;br /&gt;
** Remember, you can still fire assault weapons after advancing at a -1BS penalty. Good for meltaguns, flamers, and all Bikes with plasma talons. &lt;br /&gt;
**It is very important to note that although Jink is an ability that is listed on a units data sheet, it is now automatically bestowed to a unit that has the Ravenwing keyword as per the DA Codex.&lt;br /&gt;
&lt;br /&gt;
===Specialist Detachments===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:&#039;&#039;&#039; This section should be reserved for casual play only, as the Monster Slayer of Caliban exists in the Supplement as a Crusade Relic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attack Squadron:&#039;&#039;&#039; All Ravenwing units in a Dark Angel detachment gains the Attack Squadron keyword. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Swift Strike (2CP):&#039;&#039;&#039; Use this Stratagem in the Fight phase after an  Attack Squadron unit from your army has fought. That unit can immediately make a move and advance as if it were the Movement Phase. If there are any enemy units within 1,&amp;quot; it can Fall Back instead.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - Signal the Attack (1CP):&#039;&#039;&#039; Use this Stratagem after an Attack Squadron unit from your army has attacked an enemy unit in the Shooting Phase and the attack resulted in the enemy unit losing one or more wounds. Add 1 to hit rolls for attacks made by other Attack Squadron units from your army that target the same enemy unit in this phase. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - Lighting-Fast Reactions:&#039;&#039;&#039; You can always choose your Warlord to fight first in the Fight Phase, even if they didn&#039;t charge. If the enemy has units that have charged or that have similar abilities, then alternate choosing units to fight with, starting with the player whose turn is taking place.&lt;br /&gt;
*&#039;&#039;&#039;Relic - Monster Slayer of Caliban:&#039;&#039;&#039; Replaces bearers power sword. S+2, AP-3, D2. +1 to wound rolls for attacks that target Monster or Vehicle units. Only a few units can take this, best nominations are a Ravenwing Captain or Talonmaster.&lt;br /&gt;
&lt;br /&gt;
==Crusade Additions==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hunting the Fallen:&#039;&#039;&#039; This is the undertone of the entire set of crusade rules. After every battle, you gain an unforgiven point. Certain agendas in the crusade rules also grant a number of unforgiven points. When you reach 20 or more unforgiven points, you may enact a capture mission to capture a fallen agent.&lt;br /&gt;
**You enact the mission by spending all your Unforgiven points. You opponent will add a Fallen agent to their roster, which will function in the same manner as an agent of the inquisition does for a normal Imperium list. This fallen agent can be either a space marine captain or a space marine librarian. Cypher can no longer be used due to lacking the &#039;&#039;Imperium&#039;&#039; keyword. The captain cannot use rites of battle, the librarian knows only smite. If that model is still on the table at the end of the battle, the enemy warlord gains 3xp.&lt;br /&gt;
*&#039;&#039;&#039;Requisition:&#039;&#039;&#039; These are DA-specific requisitions that can be purchased for Requisition Points.&lt;br /&gt;
**Interrogation: 0RP - After a battle in which any unit from your army destroyed a Fallen unit, select up to two units with the &#039;&#039;&#039;INTERROGATOR-CHAPLAIN&#039;&#039;&#039; or &#039;&#039;&#039;DEATHWING LIBRARIAN&#039;&#039;&#039; keywords. Roll 2d6; if you roll 2-9, one of the units get an upgrade. If you roll 10+, both units get an upgrade. Any given unit may have only one of the upgrades available in the appropriate table. Increase the unit&#039;s crusade point cost by 1.&lt;br /&gt;
***&#039;&#039;&#039;Interrogator-Chaplain&#039;&#039;&#039; Table: You may choose to: add 3&amp;quot; to the range of the unit&#039;s aura ability (Max 12&amp;quot;); learn one additional litany; in your command phase, if this model is on the battlefield and the litany of hate has not been recited by a friendly model, this model may recite the Litany of Hate in addition to any other litanies it may recite.&lt;br /&gt;
***&#039;&#039;&#039;Deathwing-Librarian&#039;&#039;&#039; Table: Add on to psychic tests when attempting to manifest an interromancy power; Each time this model manifests a witchfire power, add one to the mortal wounds inflicted; You can re-roll deny the witch tests for this model.&lt;br /&gt;
**&#039;&#039;&#039;Inauguration:&#039;&#039;&#039; 1RP. Select a unit from your army that destroyed a fallen unit in the preceeding battle. You may replace that unit with an outrider squad or bladeguard veteran squad if it is &#039;&#039;&#039;Primaris&#039;&#039;&#039;, or with a Terminator squad, Relic Terminator Squad, Deathwing Terminator Squad, Terminator Assault Squad, attack bike squad, or bike squad if it is a non-&#039;&#039;&#039;Primaris&#039;&#039;&#039; unit. The new unit must be from the same chapter, cannot be exchanged if the exchange would cause your total power level to exceed your Supply Limit. The Unit, exchanged or not, gains the &#039;&#039;&#039;Inner Circle&#039;&#039;&#039; keyword, and if exchanged, has the same experience as the previous unit and gains battle honours appropriate to it&#039;s rank.&lt;br /&gt;
**&#039;&#039;&#039;Inner Circle:&#039;&#039;&#039; 1RP. Purchase this requisition when a Dark Angels unit gains a rank (other than the blooded rank). That unit gains &#039;&#039;&#039;Inner Circle&#039;&#039;&#039; and increases its power level. You may not purchase this requisition if it would increase your force&#039;s power level to exceed your supply limit.&lt;br /&gt;
**&#039;&#039;&#039;The Lion and the Wolf:&#039;&#039;&#039; 1RP. Purchase this requisition at any time. Select one &#039;&#039;&#039;Dark Angels&#039;&#039;&#039; &#039;&#039;&#039;Biker&#039;&#039;&#039; or &#039;&#039;&#039;Infantry&#039;&#039;&#039; unit model that is not a character. That model gains 1 attack and gains &amp;quot;&#039;&#039;&#039;Victory over the Sons of the Wolf&#039;&#039;&#039;&amp;quot;: Each time this model makes a melee attack against a &#039;&#039;&#039;Space Wolves&#039;&#039;&#039; unit, add 1 to that attack&#039;s hit roll and wound roll.&lt;br /&gt;
*&#039;&#039;&#039;Agendas:&#039;&#039;&#039; &lt;br /&gt;
**Capture the Fallen: Keep a Capture the Fallen tally for each unit from your Army. Each time a unit from your army destroys a Fallen unit, add one to their tally. Each unit gins 3xp for each tally mark on their sheet. At the end of the battle, your Warlord gains 3xp if any unit has killed a Fallen unit in that battle.&lt;br /&gt;
**None must Know: At the beginning of deployment, your opponent must select 5 units from those involved in the battle - excluding &#039;&#039;&#039;Dark Angels&#039;&#039;&#039; units. If 5 units cannot be selected, then your opponent must select all eligible units. You gain 1 Unforgiven point for each selected unit that was destroyed during the battle.&lt;br /&gt;
**Mental Interrogation: Keep a tally for each &#039;&#039;&#039;Dark Angels Librarian&#039;&#039;&#039; in your army roster. Each time it completes the following mental action, add 1 to the tally (3 if the psychic test is 11+): &lt;br /&gt;
***Mental Interrogation - WC 4. You may attempt this psychic action if you have a &#039;&#039;&#039;Dark Angels Librarian&#039;&#039;&#039; within 12&amp;quot; of an Enemy Character. At the end of the battle, each unit with a mental interrogation tally gains 1xp for each mark on that tally. If the total of all tallies is 4-7, gain 3 unforgiven points. If it is 8+, gain 6 unforgiven points instead.&lt;br /&gt;
**Dark Rumor: If the Enemy Warlord was destroyed by an attack from a Deadwing, Ravenwing, or Inner Circle unit, that unit gains 3xp and you gain 3 unforgiven points. If that attack was a melee attack, gain 5xp and 5 unforgiven points instead.&lt;br /&gt;
**Encircle the Foe: At the end of the battle, you may select either 3 or 4 &#039;&#039;&#039;Ravenwing&#039;&#039;&#039; units (excluding &#039;&#039;&#039;Aircraft&#039;&#039;&#039;). Each of the selected units must be wholly within 9&amp;quot; of a different corner of the battlefield. Each selected unit gains 2xp.&lt;br /&gt;
**The Deathwing Cometh: If a &#039;&#039;&#039;Deathwing&#039;&#039;&#039; Unit destroys any enemy units on the turn it arrives using Teleport Strike, that unit gains 2xp. If a character was destroyed, that unit gains 3xp instead.&lt;br /&gt;
*&#039;&#039;&#039;Honorifics:&#039;&#039;&#039; Dark Angels Captains cannot be given Master of the Keep, Master of the Watch, Master of the Marches, Master of the Victuals. Instead you may choose from the following Honorifics:&lt;br /&gt;
**Master of the Deathwing: Belial or Terminator Captain only. Once per battle, if you use the Deathwing Assault strategem, it costs 0cp if this unit is on the battlefield&lt;br /&gt;
**Master of the Ravenwing: Sammael or Biker Captain only. Once per battle, the Swift Strike Strategem costs 0cp if this unit is on the battlefield.&lt;br /&gt;
**Keeper of the Unseen Ritual: Once per battle, if this unit is on the battlefield, one Battle Tactics Strategem costs 0cp.&lt;br /&gt;
**Master of the Watchers: If this unit is part of your crusade army, gain D3 unforgiven points.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Artificer Relics&amp;quot;&amp;gt;&lt;br /&gt;
**Lion&#039;s Roar: Combi-Plasma Blaster - Boltgun is a standard boltgun, Plasmagun is assault 2 18&#039; range s8 AP-3 D2. The Boltgun benefits from Bolter Discipline and both get Grim Resolve. So there is little reason for its bearer to move to twelve inches. Give it to either a GreenWing, Deathwing or a Techmarine HQ attached to a Plasma Squad and blast everything to slag at 18 inches. &lt;br /&gt;
***The Lion&#039;s Roar used to be the better choice between Foe-Smiter and itself. However with the restrictions that requires a Space Marine HQ in your opponents army. Foe-Smiter comes off looking better in 9th. As Bolter Discipline &amp;amp; Grim Resolve gives it greater synergy with more units along with a longer standoff range. 18 inches will eventually have your Hellblaster squad be charged from a position they shouldn&#039;t be in. The only time time it isn&#039;t a waste if its attached model is a Terminator, has Artificer armor(i.e. a Techmarine or Master) or an Iron Halo on Independent Characters.&lt;br /&gt;
**Raven&#039;s Eyes: &#039;&#039;&#039;Ravenwing&#039;&#039;&#039; model only. This model can ignore any modifiers to move, advance, and charge. Each time the bearer makes a range attack, ignore any or all ballistic skill modifiers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Antiquity Relics&amp;quot;&amp;gt;&lt;br /&gt;
These may only be given to models with Heroic rank or better.&lt;br /&gt;
**Standard of Retribution: Damage allocated to Dark Angels core units within 6&amp;quot; is reduced by one to minimum 1.&lt;br /&gt;
**Standard of Fortitude: In the shooting phase, dark angels core units within 6&amp;quot; of the banner-bearer count as having remained still.&lt;br /&gt;
**Standard of Devastation: While a dark angels core unit is within 6&amp;quot; of this banner, attacks targetted at the nearest unit generate an additional hit on the roll of a six.&lt;br /&gt;
**Monster Slayer of Caliban: Replaces power sword, MC power sword, relic blade, or executioner&#039;s relic blade. S+2, AP-3, D2. Add 1 to attack rolls targetting a vehicle or monster unit.&lt;br /&gt;
**Shield of Calloson: Replaces storm shield, combat shield, or relic shield. Bearer has a 3+ invul save, and add 1 to armor saves made by this model.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name = &amp;quot;Legendary Relics&amp;quot;&amp;gt;&lt;br /&gt;
These may only be given to models of Legendary Rank.&lt;br /&gt;
**Mantle of the Seneschal: Add one to the move, strength, toughness, wounds and attacks characteristics. Once per battle, the model may use &#039;&#039;&#039;Savagery of Caliban&#039;&#039;&#039; in your command phase. All core units within 6&amp;quot; gain +1 to hit rolls on melee attack until your next command phase.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondary Objectives==&lt;br /&gt;
&lt;br /&gt;
====Purge the Enemy====&lt;br /&gt;
*&#039;&#039;&#039;Martial Interdiction (Endgame Objective):&#039;&#039;&#039; After both armies have deployed but before the game begins, the opponent must select one character in their army (if no characters are present it must be the Warlord). Score victory points at the end of the battle as follows:&lt;br /&gt;
**Score 6 VP if the selected enemy model was destroyed by a Dark Angels model in your army.&lt;br /&gt;
**Score 3 additional VP if the selected model was destroyed by an Inner Circle or Deathwing model from your army.&lt;br /&gt;
**Score 6 additional VP if the Dark Angels model&#039;s unit itself was not destroyed.&lt;br /&gt;
***Extremely high risk, but very high reward if you&#039;re able to pull it off. Hope you brought chaff cleaners and drop your Deathwing Knights in close for the kill.&lt;br /&gt;
&lt;br /&gt;
====No Mercy, No Respite====&lt;br /&gt;
*&#039;&#039;&#039;Death on the Wind (Progressive Objective):&#039;&#039;&#039; Score 2 VP each time an enemy unit is destroyed by an attack made by a Ravenwing model in your army that moved 12&amp;quot; or more during the movement phase that turn, or made a charge roll that turn.&lt;br /&gt;
&lt;br /&gt;
====Battlefield Supremacy====&lt;br /&gt;
*&#039;&#039;&#039;Stubborn Defiance (Progressive Objective):&#039;&#039;&#039; In your first Command phase, select 1 Objective marker. At the end of each Command phase after your first, if you control that objective with a DA unit from your army that has ObSec, score a number of VP based on the consecutive number of your command phases that you have controlled that objective marker with that unit as follows: (2 turns = 2VP, 3 turns = 3 VP, 4 turns = 5 VP, 5 turns = 5VP).&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
===Codex Space Marine copy-pastes===&lt;br /&gt;
GW is still tip-toeing around &amp;quot;Primaris aren&#039;t gonna replace the first-gens.&amp;quot; Some of stratagems that used to work for them [[rage|no longer do so]], but some &#039;&#039;only&#039;&#039; work on pre-Primaris units, so there&#039;s technically something for everyone.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Traitors! (1 CP):&#039;&#039;&#039; When one unit is attacking a {{W40Kkeyword|Heretic Astartes}} unit in the fight phase, re-roll any hit roll. &lt;br /&gt;
*&#039;&#039;&#039;Honour the Chapter (2 CP):&#039;&#039;&#039; An assault intercessor squad can fight again in the fight phase. What a load of shit that it&#039;s been ripped away from all the other units.&lt;br /&gt;
*&#039;&#039;&#039;Fury of the First (1 CP):&#039;&#039;&#039; Select a  {{W40Kkeyword|Terminator}} unit during either the shooting or fight phase. This unit adds +1 to their hit rolls. Now your termies won&#039;t need a chaplain to babysit them.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (1/2 CP):&#039;&#039;&#039; Costs 1 CP for a unit with less than 5 models, 2 for units above 5 models. Select something with the {{W40Kkeyword|Primaris}} keyword, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, regardless of the abilities the weapon or model may have. Use this on your Outriders and ATV&#039;s for an extra bit of protection from S6+ attacks.&lt;br /&gt;
*&#039;&#039;&#039;Gene Wrought Might (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Primaris}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire (2 CP):&#039;&#039;&#039; At the end of the shooting phase, pick a squad of standard or veteran {{W40kKeyword|Intercessors}}. They can shoot again. While a bit of a shame that it won&#039;t work for heavies, now it&#039;s a guarantee that their guns will fire again.&lt;br /&gt;
*&#039;&#039;&#039;Unyielding in the Face of Death (1 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|Mk X Gravis}} unit is hit by a weapon with a Damage trait of 1, then they can add 1 to their saves. This won&#039;t totally blunt the high AP stuff, but it can diminish heavy bolters and plasma guns.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (2 CP):&#039;&#039;&#039; When one of your {{W40Kkeyword|Character}}s dies during the Combat Phase,it can fight if it hasn&#039;t done it yet. Doesn&#039;t combo with the Banner abilities on Ancients. &#039;&#039;Makes your characters too dangerous to deal with in melee, as not even killing them prevents them from hitting back, and most of them have melee boosts on top of being already good fighters.&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; When one of your {{W40Kkeyword|vehicle}}s takes a mortal wound, for the rest of the phase, you get a 5+ to ignore mortal wounds, and can use it on the one you just took. &#039;&#039;Doesn&#039;t work on regular wounds&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Power of the Machine Spirit (2 CP):&#039;&#039;&#039; Select a {{W40Kkeyword|vehicle}} unit during command phase. Until the start of your next command phase, that unit acts as it has full wounds. &#039;&#039;Worried that your tank&#039;s about to go up in smoke? Now you can extend the middle finger to them and blast them to bits.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Ancients (1 CP):&#039;&#039;&#039; At the start of any phase, pick a Dreadnought to turn into a 1-phase Captain or Lieutenant. Any {{W40kKeyword|&amp;lt;Chapter&amp;gt; Core}} units within 6&amp;quot; can reroll either hits or wounds of 1 that phase.&lt;br /&gt;
*&#039;&#039;&#039;Commanding Oratory (2 CP):&#039;&#039;&#039; Your chaplain can automatically inspire with their litany, though you can&#039;t double dip with a litany that&#039;s already been used.&lt;br /&gt;
*&#039;&#039;&#039;Combat Revival (1 CP):&#039;&#039;&#039; Your apothecary can automatically resurrect a single model in a {{W40kKeyword|&amp;lt;Chapter&amp;gt; Core}} or {{W40kKeyword|&amp;lt;Chapter&amp;gt; Biker}} unit at full wounds. Expect to use this a LOT more with a chief apothecary.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; One use only for &#039;&#039;&#039;Incursion&#039;&#039;&#039; sized games, Two use only for &#039;&#039;&#039;Strike Force&#039;&#039;&#039; games, Three use only for &#039;&#039;&#039;Onslaught&#039;&#039;&#039; sized games.  Select a {{W40Kkeyword|Character}} from your army that&#039;s not your warlord and determine a warlord trait for it, all warlord traits must be different.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Chapter (1 CP):&#039;&#039;&#039; Use before the start of the battle. One use only for &#039;&#039;&#039;Incursion&#039;&#039;&#039; sized games, Two use only for &#039;&#039;&#039;Strike Force&#039;&#039;&#039; games, Three use only for &#039;&#039;&#039;Onslaught&#039;&#039;&#039; sized games. You can have an extra Chapter Relic for 1 CP. You can&#039;t take two of the same relic, and all the Relics have to go to different Characters.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hit-and-Run Warfare (1 CP):&#039;&#039;&#039; During movement phase, you can have one {{W40Kkeyword|Biker, Storm Speeder}} or {{W40Kkeyword|Land Speeder}} unit shoot even though they fell back.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Wrath (1CP):&#039;&#039;&#039; {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1&amp;quot; of an enemy unit cause mortal wounds on a d6 roll that exceeds enemy Toughness. Makes your big units of assault marines/VV punch much harder, but it suffers against tanks and monsters.&lt;br /&gt;
*&#039;&#039;&#039;Skilled Riders (1 CP):&#039;&#039;&#039; The return of 7th edition jink rules. Use on a {{W40kKeyword|biker, storm speeder}} or {{W40kKeyword|land speeder}} unit that advanced. Enemies targeting them take a -1 to hit them for this turn.&lt;br /&gt;
*&#039;&#039;&#039;Uncompromising Fire (2 CP):&#039;&#039;&#039; An {{W40kKeyword|infantry}} unit can shoot while also accomplishing another action - really only useful with a specific objective.&lt;br /&gt;
*&#039;&#039;&#039;Steady Advance (2 CP):&#039;&#039;&#039; An {{W40kKeyword|Infantry}} can make a normal move while acting as if they don&#039;t move. Absolutely necessary if you have a heavy gunline or want to max out bolterspam.&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy (2 CP):&#039;&#039;&#039; As long as the warlord is alive, a {{W40kKeyword|&amp;lt;chapter&amp;gt; core}} unit can pick which doctrine is active for them without regard to what turn it is.&lt;br /&gt;
*&#039;&#039;&#039;Suppression Fire (2 CP):&#039;&#039;&#039; Use in your shooting phase. A {{W40kKeyword|Whirlwind}} that did not move may fire a second time, but it can only shoot with weapons that can target units out of the firer&#039;s sight. So basically, their main weapon; nothing says it can ONLY fire at targets out of sight. &lt;br /&gt;
*&#039;&#039;&#039;Terror Troops (2 CP):&#039;&#039;&#039; One Reiver unit has their aura now deny enemies from capping an objective at all. In addition, if an enemy unit move within and they end up 3&amp;quot; of the enemy, they need to roll a 2d6; if the roll is below their Leadership score, then the enemy can&#039;t move.&lt;br /&gt;
*&#039;&#039;&#039;Guerilla Tactics (2 CP):&#039;&#039;&#039; A {{W40kKeyword|Phobos}} unit that&#039;s more than 6&amp;quot; away from any enemies can jump right back into strategic reserves. Expect to use this a lot more with Reivers.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP, Single Use):&#039;&#039;&#039; If your warlord is a Space Marine (this could be your secondary detachment) and didn&#039;t move, you can use this stratagem in the shooting phase instead of having him shoot any weapons. Pick any spot on the battlefield that the warlord can see, and roll a D6 for every unit within D6&amp;quot; of it (subtract 1 if it&#039;s rolling for a {{W40Kkeyword|Character}}, +1 if the unit&#039;s within 3&amp;quot; of the point). On a 4+, it takes D3 mortal wounds. &#039;&#039;RIP Linebreaker&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Auspex Scan (2 CP):&#039;&#039;&#039; When an enemy unit comes in from reserves within 12&amp;quot; of one of your {{W40Kkeyword|Infantry}} units, your unit can shoot at it but with a -1BS penalty. &#039;&#039;It might pay off to keep Devastators/Hellblasters around, as deepstriking Termies can survive hurried bolter fire, and this &amp;quot;emergency&amp;quot; strat can be an unforeseen expense for your relatively-small army&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Tremor Shells (1 CP):&#039;&#039;&#039; At the start of your shooting phase, when a Thunderfire cannon shoots, subtract 1 from the wound rolls, but as long as it hits, the target unit gets half move, advance, and charge distances their next turn. Doesn&#039;t affect {{W40Kkeyword|Fly}} or {{W40Kkeyword|Titanic}} units.&lt;br /&gt;
*&#039;&#039;&#039;Shock and Awe (1 CP):&#039;&#039;&#039; When a Land Speeder Storm or a unit with shock grenades shoots, you either force an enemy within 6&amp;quot; to take a -1 to any attacks that turn or be unable to shoot overwatch or set up defense.&lt;br /&gt;
*&#039;&#039;&#039;Assault Launchers (1 CP):&#039;&#039;&#039; When a unit with assault launchers charges, an enemy within 9&amp;quot; either suffers d3 MWs or takes -1 to hit for the turn and be unable to fire overwatch or set to defend.&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb (1 CP):&#039;&#039;&#039; During the fight phase against a {{W40Kkeyword|Vehicle}}, one model with a melta bomb can sacrifice their attacks to make one hit roll. If it hits, that vehicle takes 2d3 MWs.&lt;br /&gt;
*&#039;&#039;&#039;Grav Pulse (1 CP):&#039;&#039;&#039; Only usable to units with a Repulsor Field with one of two options: If your unit fell back, they can still shoot. If the unit is charged by an enemy, they suffer a -2 to their charge roll.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Shells (1 CP):&#039;&#039;&#039; Instead of shooting normally, a Space Marine Infantry model (with a heavy bolter) rolls only once to hit. If it hits, it does D3 mortal wounds, maxing out against a {{W40Kkeyword|monster}}. Try to get +BS or rerolls and stand still so that you don&#039;t miss the shot.&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1 CP):&#039;&#039;&#039; When an {{W40Kkeyword|Infantry}} &#039;&#039;&#039;model&#039;&#039;&#039; shoots a missile launcher at a unit with {{W40Kkeyword|Aircraft}}, make a single hit roll with +1 to hit. If you hit, do D3 mortal wounds instead of rolling to wound. Like Hellfire Shells, {{W40Kkeyword|Salamanders}} can get some extra mileage from this with the free re-roll, though it no longer seems to have a use against tau battlesuits or jump packs.&lt;br /&gt;
*&#039;&#039;&#039;Smokescreen (1 CP):&#039;&#039;&#039; If a unit with a smokescreen is shot, they can pop their smoke and force the enemy targeting them to take a -1 to hit them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dark Angels Exclusive===&lt;br /&gt;
With the incoming Supplement, Dark Angels now have new stratagems for 9th Edition.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Wrath of the Lion (2CP):&#039;&#039;&#039; Used in the Command Phase if a combat doctrine&#039;s active in your army. Until your next Command Phase, each time a Dark Angels unit in your army makes an attack with a weapon specified by the active doctrine, unmodified wound rolls of 6 improve the AP characteristic of that weapon by 1 (for example, a 6 to wound makes a Bolt Rifle AP-3 in the Tactical Doctrine). Bit pricy, a bit situational and a bit unreliable for consistent use, unfortunately.&lt;br /&gt;
*&#039;&#039;&#039;Intractable (2CP):&#039;&#039;&#039; Use this Stratagem in the Movement Phase when a Dark Angels unit is selected to fall back. Until the end of the turn, that unit is eligible to shoot. In addition, if they&#039;re Inner Circle they automatically pass the Ld test to fall back. Good for big stuff that has no place in combat, such as a Land Raider.&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Assault (1CP):&#039;&#039;&#039; Used in the Shooting Phase. If a Deathwing Unit was set up on the Battlefield that turn, add 1 to wound rolls with attacks made with ranged weapons. Well, RIP shooting twice, although now your standard Storm Bolters are now wounding other T4 Infantry on 3s and anything less that T8 on 4s. Pretty solid overall.&lt;br /&gt;
*&#039;&#039;&#039;Full Throttle (1/2CP):&#039;&#039;&#039; Used in the Movement phase when a Ravenwing unit advances. It make a Normal Move of up to 12&amp;quot; but cannot shoot or declare a charge that turn. Costs 1CP with a unit of 5 models or fewer, 2CP with 6+ models. Useful to grab last minute objectives if there&#039;s nothing good to shoot at.&lt;br /&gt;
*&#039;&#039;&#039;Line Unbreakable (1CP):&#039;&#039;&#039; Use this Stratagem at the start of the Fight Phase. Select one Dark Angels Infantry unit from your army. Until the end of that phase, that unit can only be selected as a target for melee attacks if the attacking model is within Engagement Range of the unit. This one&#039;s interesting. It forces only models in base contact to attack, can&#039;t get attacks from the second line of an assault. Use this to stymie hordes of Tyranids, Daemons, and Orks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;High-Speed Focus (1CP):&#039;&#039;&#039; Use this Stratagem in your opponent&#039;s Shooting phase when you allocate a ranged attack to a Ravenwing Vehicle model in your army. Until the start of your next turn, that model has a 4+ invuln against ranged attacks. Makes your Ravenwing like Knights. Great use on something such as the Darkshroud to help keep it alive and doing its whack stuff. &lt;br /&gt;
*&#039;&#039;&#039;No Foe Too Great to Subdue (2CP):&#039;&#039;&#039; Use this Stratagem in the Fight phase, when a Deathwing Knight unit is chosen to fight. Add 1 to the attack&#039;s wound roll and improve the AP by 1 when targeting enemy vehicles or Monsters.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Marked for Command (1CP):&#039;&#039;&#039; Use this Stratagem before the Battle. Select one Ravenwing Huntmaster or Knight Master model or a Dark Angels model in your army that has the word Sergeant in their profile. That model can have the Master-crafted Weapon, Digital Weapons, Atonement or Bolts of Judgement relic. Each relic must be unique, and you cannot use this stratagem to give a model two relics. You can only use this Stratagem once. Give a Sergeant with a Power Fist Master-crafted Weapon for a &amp;quot;budget&amp;quot; Thunderhammer. Or, give a Knight Master&#039;s Flail of the Unforgiven flat 3 damage that can overspill.&lt;br /&gt;
*&#039;&#039;&#039;Paragon of the chapter (1CP):&#039;&#039;&#039; Obligatory extra Warlord Trait stratagem for a single non-named character in your army. This stratagem can only be used once.&lt;br /&gt;
*&#039;&#039;&#039;Honoured by the Rock (1CP):&#039;&#039;&#039; Obligatory &amp;quot;give a Successor Chapter access to a Dark Angels relic&amp;quot; stratagem. Can only be used once.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tactical Appraisal (1CP):&#039;&#039;&#039; Used in the Command Phase. Pick a single Dark Angels unit within 6&amp;quot; of your warlord. Change that unit&#039;s combat doctrine to any one of your choice for that turn.&lt;br /&gt;
*&#039;&#039;&#039;The Hunt (2/3CP):&#039;&#039;&#039; Use this Stratagem at the start of the first battle round, but before the first turn begins. Select one Ravenwing unit from your army. That unit can make a Normal move as if it were your Movement phase, but cannot end that move within 9&amp;quot; of an enemy unit. 2CP if the unit contains 5 or fewer models, 3CP for a unit of 6+ models.&lt;br /&gt;
*&#039;&#039;&#039;Targeting Guidance (2CP):&#039;&#039;&#039; Used in the shooting phase. Select a single enemy unit within 18&amp;quot; of a Ravenwing Land Speeder or Ravenwing Storm Speeder unit in your army. Until the end of the phase, friendly Dark Angels units in your army get +1 to hit rolls when targeting that unit. Strictly weaker than its past incarnation which let you re-roll hit rolls period against it.&lt;br /&gt;
*&#039;&#039;&#039;Swift Strike (2/3CP):&#039;&#039;&#039; Use this Stratagem in the Fight Phase after a Ravenwing unit from your army has fought. If that unit is within Engagement range of an enemy unit, it may immediately make a Fall Back move as if they were in the movement phase. Otherwise they make make a normal move as if it were the Movement phase. 2CP for a unit of 5 or fewer models, 3CP for a unit of 6+ models. Really milking the speed of the Ravenwing here, and just like ther other ones, it certainly has its usefulness.&lt;br /&gt;
*&#039;&#039;&#039;Secret Agenda (1CP):&#039;&#039;&#039; Use this Stratagem after selecting Secondary Objectives or Agendas. Do not reveal one of your selections to your opponent. The first time you score VP or experience points for it, reveal it to your opponent. Note that you must still have a record of YOUR objectives.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stasis Shell (2CP):&#039;&#039;&#039; Use this stratagem in the Shooting Phase when a Ravenwing model in your army shoots with its Ravenwing Grenade Launcher. You can only make 1 attack with that weapon. If it hits, the target is caught in stasis and until the start of your next turn. While a unit (excluding vehicle and Monster units) is caught in stasis, it &#039;&#039;cannot fall back&#039;&#039;. This is critical for locking units in with your Deathwing.&lt;br /&gt;
*&#039;&#039;&#039;Weapons From The Dark Age (2CP):&#039;&#039;&#039; Use this stratagem in the shooting phase. Add 1 to the damage characteristic of a unit&#039;s plasma weapons. Bit more expensive that its previous incarnation but still as useful as ever. Black Knights, Hellblasters, even the Vengeance, juts be careful of its CP cost if you overuse it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Supplement&amp;quot;&amp;gt;&lt;br /&gt;
We now have six unique warlord traits.&lt;br /&gt;
#&#039;&#039;&#039;Brilliant Strategist:&#039;&#039;&#039; During command phase, select one {{W40kKeyword|DARK ANGELS}} unit within 6&amp;quot; of the warlord. Until the next command phase, this unit now acts as if it&#039;s in the Devastator Doctrine (if you&#039;re in Tactical Doctrine) or the Tactical Doctrine (if you&#039;re in the Assault Doctrine) when making attacks.&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Lion (Aura):&#039;&#039;&#039; When a friendly {{W40kKeyword|DARK ANGELS}} unit within 6&amp;quot; of the Warlord makes a charge move, is charged, or heroically intervenes, add 1 to the strength characteristic of that unit.&lt;br /&gt;
#&#039;&#039;&#039;Calibanite Knight:&#039;&#039;&#039; Each time the Warlord makes a melee attack against an {{W40kKeyword|INFANTRY}} or {{W40kKeyword|BIKER}} unit, an unmodified wound roll of 2+ is always successful. Move over Blood Angels, we got a new Smash Captain here.&lt;br /&gt;
#&#039;&#039;&#039;Stubborn Tenacity:&#039;&#039;&#039; Once per battle if the warlord loses their final wound, they are immediately set back up with one wound until the start of the next turn or the end of the battle (whichever comes first). Any excess wounds they receive when they should have lost their final wound are lost.&lt;br /&gt;
#&#039;&#039;&#039;Decisive Tactician (Aura):&#039;&#039;&#039; When a friendly {{W40kKeyword|DARK ANGELS CORE}} unit is within 6&amp;quot; of the warlord, add 1 to advance and charge rolls made for that unit.&lt;br /&gt;
#&#039;&#039;&#039;Honour of the First Legion:&#039;&#039;&#039; The Warlord may Heroically Intervene if it&#039;s within 6&amp;quot; horizontally and 5&amp;quot; vertically of an enemy unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Deathwing&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Watched:&#039;&#039;&#039; Once per battle in the psychic phase, the warlord can automatically deny a single enemy power regardless of whether or not he&#039;s in 24&amp;quot; denial range. Pretty good overall WT when facing psychic heavy armies like Chaos Daemons, Grey Knights and Tyranids. The unlimited range allows you to deny crucial powers like miasma of pestilence on Mortarion, or more critically delay the Psychic Ritual secondary objective.&lt;br /&gt;
#&#039;&#039;&#039;Inexorable:&#039;&#039;&#039; Each time an attack is allocated to the Warlord, subtract 1 from the Damage characteristic (to a minimum of 1) for that attack. Belial starts with this one. [[Awesome|A warlord that can only be wounded on a 4+, subtracting 1 from the damage characteristic of attacks coming his way?]] Throw the shroud of heroes on a Terminator Captain with Relic Blade for a budget version of Belial the Unsmackable.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ravenwing&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Lightning-Fast Reactions:&#039;&#039;&#039; Each time an attack is made against this Warlord, subtract 1 from that attack&#039;s hit roll. Decent protection, but the Shroud of Heroes does the exact same thing.&lt;br /&gt;
#&#039;&#039;&#039;Master of Manoeuvre:&#039;&#039;&#039; This Warlord is eligible to shoot OR charge the turn it falls back. Sammael starts with this one. Harsh downgrade from its 6th-8th edition incarnation that was a 6&amp;quot; re-roll run/advance and charge aura. Interestingly it lets Sammael pull off his old falling back and shooting trick that the Fly keyword granted him in 8th edition.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Space Marine&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Fear Made Manifest (Aura):&#039;&#039;&#039; Enemy units within 6&amp;quot; suffer -1Ld and -1 to Combat Attrition Tests. &lt;br /&gt;
#*Can be combined with other Ld debuffs to make a leadership bomb, but even on its own losing people on a 5+ Combat Attrition roll already means losing 1/3rd of the unit, or half of it when understrength.&lt;br /&gt;
#&#039;&#039;&#039;The Imperium&#039;s Sword:&#039;&#039;&#039; What Smash Captains are made of. Warlord gains +1S and +1A when he charges or Heroically Intervenes, and rerolls failed charge rolls. The bonus attack stacks with Shock Assault. &lt;br /&gt;
#&#039;&#039;&#039;Iron Resolve:&#039;&#039;&#039; What [[Smashfucker]]s are made of. Warlord gains +1W, and can ignore wounds on a 6. Not dying is nice, and it&#039;s better the more wounds your character has.&lt;br /&gt;
#&#039;&#039;&#039;Champion of Humanity:&#039;&#039;&#039; Warlord gains +1A if an enemy {{W40Kkeyword|Character}} is within 1&amp;quot;, and gains +1 to hit and wound rolls against Characters within 1&amp;quot;. &lt;br /&gt;
#*Remember, you don&#039;t have to attack the Character to gain +1A, you just need to be within 1&amp;quot;. &lt;br /&gt;
#&#039;&#039;&#039; Storm of Fire (Aura):&#039;&#039;&#039; Wound rolls of unmodified 6 made by and {{W40Kkeyword|&amp;lt;Chapter&amp;gt; Core}} unit within 6&amp;quot; gains an additional point of AP. This does not stack with Combat Doctrines.&lt;br /&gt;
#*Since light weapons with high rates of fire are often cheaper than stronger, single-shot ones, this Warlord Trait can allow a detachment to pull its weight even at low point limits. Furthermore, it&#039;s easy for them to synergize with your Warlord because many are Infantry or Transports that can accompany him. While mechanized and Biker lists are shooty, Bolter Discipline means bolt-using units from this list are no longed forced to move into rapid fire range.&lt;br /&gt;
#&#039;&#039;&#039; Rites of War (Aura): &#039;&#039;&#039;Friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt; Core}} and {{W40kKeyword|&amp;lt;CHAPTER&amp;gt; Character}} units within 6&amp;quot; gain Objective Secured.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Vanguard&amp;quot;&amp;gt;&lt;br /&gt;
Available only to {{W40kKeyword|Phobos characters}}, aka the tacticool Captain, Lieutenant, and Librarian found in the Shadowspear box. Chaplains can suck it because yelling catechisms isn&#039;t stealthy and Tech Marines haven&#039;t yet learned whatever trick the Helix Adepts are using to fix broken things quietly, so they can suck it, too.&lt;br /&gt;
#&#039;&#039;&#039;Shoot and Fade:&#039;&#039;&#039; After one {{W40kKeyword|&amp;lt;chapter&amp;gt; phobos}} unit within 6&amp;quot; of the warlord shoots, They can move or advance but can&#039;t charge.&lt;br /&gt;
#*Imperial stealthy Jump-Shoot-Jump baby! Break LoS and avoid retaliation. That way your Infiltrator/Incursor squads can keep up with your Eliminators, the first dashing in and out of LoS while the later shoot without visual contact with complete impunity.&lt;br /&gt;
#&#039;&#039;&#039;Lord of Deceit:&#039;&#039;&#039; After both sides deploy, you can remove and redeploy up to 3 {{W40kKeyword|&amp;lt;Chapter&amp;gt; Phobos}} units present on the battlefield or put them into reserve for no CP.&lt;br /&gt;
#*Results depend on the mental games you can play on your enemy - it&#039;s not going to be a surprise to your opponent, but being able to make corrections after your enemy&#039;s cemented his choice instead of being part of the simultaneous deployment process can be an amazing benefit, and one that Eldar pay 2CP for.&lt;br /&gt;
#*Bear in mind, this trait now goes off after &amp;lt;i&amp;gt;deployment&amp;lt;/i&amp;gt;, which means you haven&#039;t yet rolled off for first turn.&lt;br /&gt;
#&#039;&#039;&#039;Master of the Vanguard (Aura):&#039;&#039;&#039; Friendly {{W40kKeyword|&amp;lt;chapter&amp;gt; phobos}} units within 6&amp;quot; of the Warlord gain +1&amp;quot; to their move, advance, fall back, and charge distances. Useful to Reivers or charging out of Deep Strike, pairs well with the Chapter Tactic Hungry for Battle as well as several characters.&lt;br /&gt;
#&#039;&#039;&#039;Stealth Adept:&#039;&#039;&#039; Can&#039;t be targeted by ranged attacks unless he is the closest target. Protects from snipers or if you find yourself with just one of two guys from your accompanying squad left. Often get more mileage on your Phobos Librarian trying to get off their close range power.&lt;br /&gt;
#&#039;&#039;&#039;Target Priority:&#039;&#039;&#039; Select a friendly {{W40kKeyword|&amp;lt;chapter&amp;gt; phobos}} unit within 6&amp;quot; in the Command phase. Until the start of your next Command phase, that unit gets +1 to hit. And he doesn&#039;t have to give up his shooting either. Now all those pointy finger models have found their worth! &lt;br /&gt;
#*Less helpful for Eliminators now they have BS2+, but could be used to negate cover penalties. Doesn&#039;t affect Infiltrators&#039; automatic wounds as they only happen on an &#039;&#039;unmodified&#039;&#039; 6.&lt;br /&gt;
#&#039;&#039;&#039;Marksman Honours:&#039;&#039;&#039; +1D to &#039;&#039;all&#039;&#039; of the Warlord&#039;s guns, but not grenades or relics. Completely wasted on a Librarian or Lieutenant, but bumps the Phobos Captain&#039;s Instigator Bolt Carbine to an eye-watering D4.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
In addition to Smite, you have access to a faction-specific table of powers. The Librarius Discipline has power for pretty much every situation, but they&#039;re mostly niche enough that it&#039;s difficult deciding upfront which powers to take. The Phobos Librarian-exclusive Obscuration Discipline focusses on messing with movement and dice rolls at the cost of mortal wound output. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Interromancy&amp;quot;&amp;gt;&lt;br /&gt;
Your Dark Angel and Successor specific psychic discipline.&lt;br /&gt;
#&#039;&#039;&#039;Mind Worm (WC6):&#039;&#039;&#039; An enemy unit within 12&amp;quot; of the Psyker takes a mortal wound and is forced to fight last until your next Psychic phase and must wait until all other units have taken their turn. Not bad.&lt;br /&gt;
#&#039;&#039;&#039;Aversion (WC6):&#039;&#039;&#039; An enemy unit within 24&amp;quot; must subtract 1 from all their To-Hit rolls until the next psychic phase. In addition, if that unitnis within 6&amp;quot; of the psyker who cast this power, models in that unit also suffer -1 to their attacks characteristic. Argubly their best power before and it got buffed in the edition transition. Unfortunately, gone are the days of pairing this with the Darkshroud but a -1 to hit on the opponent is never a bad thing.&lt;br /&gt;
#&#039;&#039;&#039;Righteous Repugnance (WC7):&#039;&#039;&#039; Select a {{W40Kkeyword|DARK ANGELS}} unit within 12&amp;quot; of the psyker; they now re-roll &#039;&#039;all&#039;&#039; failed hits and wounds in melee. WOW. Deathwing Knights will love you for putting this on them. Anybody carrying simple power swords becomes &#039;&#039;far&#039;&#039; more deadly; especially in squads, say like veterans of some sort? Works wonderfully with the +1S warlord trait, and it lasts until your next psychic phase.&lt;br /&gt;
#&#039;&#039;&#039;Trephination (WC5):&#039;&#039;&#039; The closest enemy unit within 18&amp;quot; and line of sight of the Psyker suffers D3 mortal wounds. If the result of the psychic test was greater than the leadership of the enemy unit, that unit suffers 3 mortal wounds instead. Better Smite essentially. When you already get smite as a standard power, it does raise the question as to whether it&#039;s worth taking this over other really great powers although if you need a way to rack up mortal wounds, then this gets the job done.&lt;br /&gt;
#&#039;&#039;&#039;Engulfing Fear (WC7):&#039;&#039;&#039; Be careful who you call ugly in middle school. Select one enemy unit within 24&amp;quot; of the Psyker. Until your next psychic phase, it takes -1 to its Leadership characteristic, loses any ObSec abilities it has, and if the result of the psychic test was equal to or above the unit&#039;s Leadership characteristic, it cannot perform actions and auto-fails any current actions it&#039;s performing. Way better than the total joke it was before and now actually has really good use for shutting down units in objective games&lt;br /&gt;
#&#039;&#039;&#039;Mind Wipe (WC7):&#039;&#039;&#039; If manifested, select one enemy unit within 18&amp;quot; of the Psyker and select one aura ability that unit has. Until the start of your next psychic phase, that unit loses that ability. Great against units that heavily rely on their aura, especially defensive ones, giving you an easier time to deal with them later in your turn. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Librarius&amp;quot;&amp;gt;&lt;br /&gt;
General-use powers for Marines. Depending on your &amp;lt;Chapter&amp;gt; they may not have the greatest synergy but still fairly useful with many melee and close range blessing.&lt;br /&gt;
#&#039;&#039;&#039;Veil of Time (WC6, Blessing):&#039;&#039;&#039; Select one {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} unit within 18&amp;quot;. Until the start of the next Psychic Phase, that unit re-rolls charge and advance rolls, and always fights first. &lt;br /&gt;
#*9&amp;quot; charges are still below a 50% chance at 47.84%, although you can combine it with a CP re-roll. If you can find a source for +1&amp;quot; to charge distances, your odds rise to 65.97%.&lt;br /&gt;
#&#039;&#039;&#039;Might Of Heroes (WC6, Blessing):&#039;&#039;&#039; Select one {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40Kkeyword|CORE}} or {{W40Kkeyword|CHARACTER}} &#039;&#039;model&#039;&#039; within 12&amp;quot;. That model gains +1S, +1T, and +1A.&lt;br /&gt;
#* An awesome power for your beatstick models. {{W40Kkeyword|Dreadnought CHARACTER}}&#039;s will love this, as well as Chaplains buffed by Mantra of Strength. Sergeants kitted for melee are also viable models to buff. &lt;br /&gt;
#&#039;&#039;&#039;Null Zone (WC7, Blessing):&#039;&#039;&#039; Until the start of your next Psychic Phase, &#039;&#039;ALL&#039;&#039; units within 6&amp;quot; can&#039;t take invulnerable saves, and enemies cut the results of their Psychic Tests in half. &lt;br /&gt;
#* Obviously most powerful against enemies that depend on their invulnerable saves or psychic powers (Harlequins, Hive Tyrants, Daemons, for example). Less effective against heavily armoured units (Terminators, Wraith Guard, Mega-Nobz). Don&#039;t be afraid to advance into position and let other things do the murder work for you. &lt;br /&gt;
#* IMPORTANT REMINDER: This affects ALL invulnerable saves on ALL units in range, &#039;&#039;even yours&#039;&#039;. Don&#039;t use with your own storm shield units in range. &lt;br /&gt;
#&#039;&#039;&#039;Psychic Scourge (WC6, Witchfire):&#039;&#039;&#039; Select one visible enemy unit within 18&amp;quot; of the caster. The caster and the target unit roll off and add their units Ld to the result. The target suffers d3 mortal wounds if your score is higher, one mortal wound if the score is equal, or nothing if your score is lower. &lt;br /&gt;
#* Less powerful than smite, but it&#039;s better for sniping Characters since it isn&#039;t restricted to the closest enemy unit. Best used in combination with something that inflicts a Ld penalty to the target or a Leadership bonus to the caster, if you brought any.&lt;br /&gt;
#&#039;&#039;&#039;Fury of the Ancients (WC7, Witchfire):&#039;&#039;&#039; Select one visible enemy &#039;&#039;model&#039;&#039; within 18&amp;quot; and draw a line from any part of the casters base to any part of the targets base. the caster to that model. The target unit and each enemy unit this line passes through suffers one mortal wound. &lt;br /&gt;
#&#039;&#039;&#039;Psychic Fortress (WC6, Blessing):&#039;&#039;&#039; {{W40Kkeyword|&amp;lt;CHAPTER&amp;gt;}} units within 6&amp;quot; gain a 5++ invulnerable save. Just awesome due to the lack of restrictions allowing even your Land Raiders to gain this buff.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Obscuration&amp;quot;&amp;gt;&lt;br /&gt;
These powers can only be used by {{W40kKeyword|Phobos Librarians}}. They don&#039;t do much damage, but god damn can they fuck with your enemy. They&#039;ll only buff {{W40kKeyword|Phobos}} units, so no combo-ing with Aggressors. &lt;br /&gt;
#&#039;&#039;&#039;Shrouding (WC6, Blessing):&#039;&#039;&#039; Pick a friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of the next Psychic Phase, enemies can only shoot that unit if they&#039;re the closest eligible target. Protects from snipers, but not enemy psychic powers. &lt;br /&gt;
#&#039;&#039;&#039;Soul Sight (WC6, Blessing):&#039;&#039;&#039; Pick a friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40kKeyword|Phobos}} unit within 18&amp;quot;. Until the start of your next psychic phase, that unit re-rolls all failed hits when using their ranged weapons and their ranged attacks ignore enemy cover save bonuses. &lt;br /&gt;
#&#039;&#039;&#039;Mind Raid (WC6, Witchfire):&#039;&#039;&#039;: Select a visible enemy unit within 18&amp;quot;. It takes a mortal wound and if the power targeted a {{WH40Kkeyword|character}}, roll 3d6. If the result is greater than or equal to the target&#039;s Ld, you get a free Command Point! Remember the limit on 1CP gained per battle round though, not a power to use if you have a Relic or Warlord Trait that also refunds CP.&lt;br /&gt;
#&#039;&#039;&#039;Hallucination (WC6, Malediction):&#039;&#039;&#039; Select a visible enemy unit within 18&amp;quot;. They suffer -1Ld and -1 to all hit rolls until your next turn. &lt;br /&gt;
#&#039;&#039;&#039;Tenebrous Curse (WC7, Malediction):&#039;&#039;&#039; Select a visible enemy unit within 18&amp;quot; that does not have the {{W40kKeyword|Fly}} keyword. It takes a mortal wound, their move distance is halved, and suffer -2 to their advance and charge distances. Effectively pin one Death Guard unit in their half of the board. &lt;br /&gt;
#&#039;&#039;&#039;Temporal Corridor (WC5, Blessing):&#039;&#039;&#039; Pick a friendly {{W40kKeyword|&amp;lt;CHAPTER&amp;gt;}} {{W40kKeyword|Phobos}} unit within 6&amp;quot;. It can make a normal move or advance as if it was the Movement Phase, and if it advances it adds 6&amp;quot; to their move rather than rolling. However, the unit cannot shoot or fight this turn. Great repositioning tool at the cost of damage output.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
&lt;br /&gt;
Litanies happen in your Command Phase, going off on a 3+. Like psychic powers, each litany can only be cast once per turn, no matter how many Chaplains know it. Deep Striking and passenger Chaplains are a touch less-useful on their first turn, as they arrive AFTER their casting window. There is the 2CP Commanding Oratory stratagem that can be used to cast a litany in any phase if the Chaplain has not already cast one this turn. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litany of Hate:&#039;&#039;&#039; Default prayer, 6&amp;quot; aura of re-rolling all melee hit rolls (not just misses) for your {{W40Kkeyword|&amp;lt;chapter&amp;gt; core}} or {{W40Kkeyword|&amp;lt;chapter&amp;gt; Character}} units. Stronger now that the Chapter Master&#039;s Aura has been reigned in.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Litany of Faith:&#039;&#039;&#039; 6&amp;quot; Aura of ignoring mortal wounds on a 5+ for friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt; core}} or {{W40Kkeyword|&amp;lt;chapter&amp;gt; Character}} units. Not cumulative with other rules, as per usual.&lt;br /&gt;
#&#039;&#039;&#039;Catechism of Fire:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt; core}} or {{W40Kkeyword|&amp;lt;chapter&amp;gt; Character}} unit within 6&amp;quot; to gain +1 to the wound rolls when &amp;quot;resolving a shooting attack&amp;quot; against the &#039;&#039;closest&#039;&#039; enemy unit, meaning it affects Overwatch, too.&lt;br /&gt;
#* You&#039;re already accurate, so you&#039;ll get the most out of +1 to wound rolls from units that hit often but not hard; Intercessors with auto bolt rifles, Flamer Veterans, and Aggressors. &lt;br /&gt;
#&#039;&#039;&#039;Exhortation of Rage:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt; core}} or {{W40Kkeyword|&amp;lt;chapter&amp;gt; Character}} unit within 6&amp;quot;. They get +1 to their wound rolls in melee. Very strong (unless you&#039;re the Blood Angels of course). This is often worse than the default Litany of Hate. If you&#039;re hitting on a 3+ or worse and wounding on a 4+ or better (e.g. most attacks with fists, hammers, lightning claws, and power weapons), use Litany of Hate. If you&#039;re hitting on a 2+ or wounding on a 5+, use Exhortation of Rage. Of course, a Master of Sanctity can use both.&lt;br /&gt;
#&#039;&#039;&#039;Mantra of Strength:&#039;&#039;&#039; The casting Chaplain gains +1S and +1A, and one melee weapon gains +1D. &lt;br /&gt;
#*Smash Chaplain is a viable build. Combine it with the Benediction of Fury (WS2+, S7, AP-2, D4) or a powerfist (WS3+, S9, AP-3, D3). Add Warlord Traits, stratagems, doctrines, and psychic powers as you can afford and be bothered with.&lt;br /&gt;
#&#039;&#039;&#039;Recitation of Focus:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt; core}} or {{W40Kkeyword|&amp;lt;chapter&amp;gt; Character}} unit within 6&amp;quot; to gain +1 to their hit rolls when shooting. &lt;br /&gt;
#*While +1 to hit is better than a Captain&#039;s re-roll, this alone isn&#039;t a replacement for it (since it has a 1/3 chance to fail, affects single unit and doesn&#039;t work in melee or when the chaplain doesn&#039;t start on the field). Instead, it&#039;s better used when a unit cares about +1 to hit beyond improving BS by 1. If you just want a second HQ to support a gun-line bring a Lieutenant instead.&lt;br /&gt;
#&#039;&#039;&#039;Canticle of Hate:&#039;&#039;&#039; Non-cumulative 6&amp;quot; aura of +2&amp;quot; to charge distances and +3&amp;quot; to pile in and consolidation moves. In all cases, the friendly {{W40Kkeyword|&amp;lt;chapter&amp;gt; core}} or {{W40Kkeyword|&amp;lt;chapter&amp;gt; Character}} unit in question has to be within the aura by the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge. &lt;br /&gt;
#*Amazing for those who can re-roll charge distances, increasing the odds of a successful 9&amp;quot; charge up to &#039;&#039;&#039;85%&#039;&#039;&#039; (58.3% for non-rerolling lads).&lt;br /&gt;
#*Do keep in mind the Chaplain has to be on the field at the beginning of the battle round to cast his litany. A Jump Pack or Biker Chaplain is fast enough, but if you are patient, you can use an Impulsor or Drop Pod to get him in position in the first turn and use the Litany for your deep strikers in the second turn.&lt;br /&gt;
&lt;br /&gt;
==Space Marine Armoury==&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Astartes Chainsword:&#039;&#039;&#039; SU, AP-1, D1, +1A. As of 9E, all Space Marine chainswords get AP-1 on top of the extra attack, making them even better against lightly armoured hordes while also giving them a little utility against tougher foes. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claws:&#039;&#039;&#039; SU, AP-2, D1, re-roll failed wound rolls and +1A. This will outperform all other 1 damage melee weapons against any target (except T8-9 with a 2+ or 3+, where the power sword wins, but why are you picking D1 weapons for those). Your best bet for mulching single-wound hordes.&lt;br /&gt;
** RAW: &amp;quot;Each time the bearer fights, it makes 1 additional attack with this weapon&amp;quot;. Exactly the same as the Chainsword, this should be interpreted as +1A for one claw, +2A for two claws. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039; Each type of power weapon has its own profile now, so pick the right one for the situation. Unless you have the option for a lightning claw, then you should always take that instead.&lt;br /&gt;
**&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; S+2, AP-2, D1. Offers a compromise between the maul&#039;s strength and the sword&#039;s armour penetration. &lt;br /&gt;
**&#039;&#039;&#039;Power Maul/Power Lance:&#039;&#039;&#039; S+3, AP-1, D1. This is the one you want to use against lightly armoured units that rely on toughness to shrug off hits. The lance is identical to the maul because of reasons.&lt;br /&gt;
**&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; S+1, AP-3, D1. Best against targets that rely on armour saves over toughness to shrug off hits. Except against frail things with good invulnerable saves like Crusaders, who ignore AP anyway. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Powerfist:&#039;&#039;&#039; Sx2, AP-3, D2, -1 to hit rolls. Good against everything, cost-effective, and very common to find.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039; Sx2, AP-2, D3, -1 to hit rolls. A powerfist that trades 1 point of AP for an extra point of damage. The extra damage could mean the difference between one-shotting a Custodian Guard/Aggressor/Terminator or getting a guardian spear/powerfist in the face. When you have a thunder hammer/storm shield-Captain with Jump Pack, every enemy model begins to look like a nail. BUT, at typically twice the cost of a powerfist, it&#039;s not worth ditching up to three extra special or heavy weapons just to squeeze out a few extra points of damage. Still quite viable on everything that isn&#039;t a Character at least, so feel free to spam with Terminators or Vanguards.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainfist:&#039;&#039;&#039; Sx2, AP-4, Dd3, -1 to hit rolls, becomes D3 against Vehicles. A Terminator-only weapon. Marginally better than a powerfist against other highly-armoured models that lack an invulnerable save, and strictly better against Vehicles. Costs the same as a powerfist, so trading the fist&#039;s reliable damage for better AP could be worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Blade:&#039;&#039;&#039; S+3, AP-3, D2. Available to Company Masters. It has a good comparison to the powerfist; Ignoring S bonuses or wound-roll buffs, the powerfists bumps you to S8, whereas this takes you to S7. This only matters against T4, T7, and T8 targets, as you go from wounding on a 2+/3+/4+ respectively to a 3+/4+/5+. A decent option if you have no extra CP for melee relics.&lt;br /&gt;
&lt;br /&gt;
===Combi-Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; You know what a bolter is, but if you somehow forgot it&#039;s 24&amp;quot;, rapid fire 1, S4, AP0, D1.&lt;br /&gt;
**&#039;&#039;&#039;Combi-Weapon:&#039;&#039;&#039; A boltgun taped to a special weapon (plasma, flamer, melta, grav). Check below for the special weapon profiles. You can fire one of the weapons at full BS, or both with a -1 to hit rolls. Note that combi-flamers don&#039;t care for no BS. &lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter/Combi-Bolter:&#039;&#039;&#039; A boltgun taped to another boltgun. Cheap as chips rapid fire 2 boltgun, typically seen on Bikers and Terminators, also available as upgrades on most of your vehicles. Their abundance, the majority of bearers ability to go fast (Bikers) or Deep Strike (Terminators), and Bolter Discipline means you should usually be getting four shots per turn with this weapon.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; 12&amp;quot;, assault D6, S4, AP0, D1, automatically hits. 9th edition has been good to all flame weapons, boosting their range from 8&amp;quot; to 12&amp;quot;. A classic anti-horde option, at least it&#039;s cheap. &lt;br /&gt;
** While they DO auto-hit airborne units with Hard-To-Hit, don&#039;t bother; they&#039;re too tough and armoured. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot;, assault 1, S8, AP-4, Dd6, +2D if you&#039;re within half range of the target for a potential of 8D (5.5D average). Good against anything with lots of wounds, be they Vehicles, Monsters, or even heavy Infantry. **At 12&amp;quot; range supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get into half range. While you can advance to close the gap, it is convenient that the unit&#039;s other weapons are assault weapons as well. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grav Gun:&#039;&#039;&#039; 18&amp;quot;, rapid fire 1, S5, AP-3, D1, becomes D2 against targets with Sv3+ or better. Against most Vehicles, MEQ&#039;s, and TEQ&#039;s, this is a safer plasma weapon at the cost of less S and the same amount of pts. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot;, rapid fire 1, S7, AP-3, D1. Their gimmick is having a safe profile and supercharged profile, which gives them +1S and +1D at the risk of killing the bearer on a hit roll of unmodified 1. Sticking close to a Captain can mitigate this risk. &lt;br /&gt;
&lt;br /&gt;
===Pistol Weapons===&lt;br /&gt;
&lt;br /&gt;
Pistol weapons are equivalent to their bigger brethren, with different ranges and weapon types. Other than that, S, AP, D, and unique rules are the same.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 12&amp;quot; and pistol 1. One of the most common weapons in the Space Marine armoury and available on most things as either an option or as part of their wargear. Just don&#039;t forget it exists and that you can fire it in melee. &lt;br /&gt;
**&#039;&#039;&#039;Heavy Bolt Pistol:&#039;&#039;&#039; 18&amp;quot;, pistol 1, S4, AP-1, D1. Primaris-only, as the Firstborn don&#039;t have the wrist strength to hold them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grav Pistol:&#039;&#039;&#039; 12&amp;quot; and pistol 1. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; 12&amp;quot; and pistol 1.&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; 36&amp;quot;, heavy 3, S5, AP-1, &#039;&#039;&#039;D2&#039;&#039;&#039;. A solid choice for taking down light-medium Infantry, if one that tends to be overshadowed at times by the assault cannon and heavy flamer. &lt;br /&gt;
**They can quickly raise the cost of your army due to their huge availability, so be a bit cautious about spamming against armies that are not mainly 2W. &lt;br /&gt;
**Hellfire Shell is a unique stratagem that can be used on Infantry-carried heavy bolters; instead of shooting normally, make a single hit roll that deals d3 mortal wounds. Make the most of this with re-roll auras or Devastator Sergeant Signums. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; 12&amp;quot;, heavy d6, S5, AP-1, D1, auto-hits. More effective against armoured targets than its smaller brother, but cannot be fired after advancing. Can be found on Dreadnoughts, Terminators, and Sternguard Veterans. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Multi-Melta:&#039;&#039;&#039; A 24&amp;quot; and heavy 2 meltagun, meaning you can&#039;t run with it, but &#039;&#039;can shoot in melta range out of a deep strike&#039;&#039;, now fulfilling the role of Drop Pod threat-removal. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Cannon:&#039;&#039;&#039; 36&amp;quot;, heavy d3, and blast effectively means the same shots as a plasma gun, but from 36&amp;quot; away instead of 12&amp;quot; and better against infantry. You need to be careful when you supercharge, due to the sheer cost of this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grav-Cannon:&#039;&#039;&#039; 30&amp;quot; range and heavy 4 grav-gun. Akin to a &#039;&#039;heavier&#039;&#039; heavy bolter to deal with bigger targets.&lt;br /&gt;
**A unit with grav-cannons will become a serious target for your opponent, so consider sticking them in a Transport of any flavour so they can&#039;t be Basilisk&#039;ed off the table turn 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; 48&amp;quot;, heavy 1, S9, AP-3, Dd6. Your primary long-range anti-vehicle weapon, and is as common as the heavy bolter.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; Can fire either frag missiles (48&amp;quot; and heavy d6 bolter shots with blast), or a krak missile with (48&amp;quot;, heavy 1, S8, AP-2, Dd6). Not quite as good as an assault cannon, heavy bolter, or lascannon in regards to dealing with Infantry and Monsters/Vehicles (respectively), but still pretty good at both of those roles. &lt;br /&gt;
**Similar to heavy bolters, this weapon has a unique stratagem. Flakk Missile deals d3 MW&#039;s as well, but only against Aircraft targets. &lt;br /&gt;
**&#039;&#039;&#039;Hunter-Killer Missile:&#039;&#039;&#039; A single-use 72&amp;quot;, heavy 1, S10, AP-2, Dd6 missile for 5pts, just in case you didn&#039;t have enough anti-tank. The vast majority of your ground-based non-Dreadnought Vehicles can have one. Ironclad Dreadnoughts can take two, and Leviathans can have three.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039; 24&amp;quot;, heavy 6, S6, AP-1, D1. Haha minigun go brrrt. Not hard to find, available as a Terminator heavy weapon and Dreadnought option. Twin-linked variety is on Razorbacks, Land Speeders, Land Raiders, and most Aircraft.&lt;br /&gt;
**&#039;&#039;&#039;Onslaught Gatling Cannon:&#039;&#039;&#039; 24&amp;quot;, heavy 8, S5, AP-1, D1. Found on multiple Primaris armoured platforms as a secondary weapon, and puts the hurt on infantry. &lt;br /&gt;
**&#039;&#039;&#039;Heavy Onslaught Gatling Cannon:&#039;&#039;&#039; 30&amp;quot;, heavy 12, S6, AP-1, D1. Mounted on Redemptor Dreadnoughts, Repulsors, and Gladiators, the bigger brother of the onslaught cannon that does everything better.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ironhail Heavy Stubber:&#039;&#039;&#039; 36&amp;quot;, heavy 4, S4, AP-1, D1. A weird GW trend of putting stubbers on the hover tanks, but better than a storm bolter or the Imperial Guard heavy stubber. &lt;br /&gt;
**&#039;&#039;&#039;Icarus Ironhail Heavy Stubber:&#039;&#039;&#039; As above with +1 to hit {{W40Kkeyword|Aircraft}}. Realistically too weak to actually deal damage to Aircraft however. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fragstorm Grenade Launcher:&#039;&#039;&#039; 18&amp;quot;, assault d6, S4, AP0, D1, blast. Boltstorm Aggressors come with one, the Redemptor Dreadnought can swap their two storm bolters for two of these, and they can also be found on most of the Primaris tanks (the repulsor can have a whopping &#039;&#039;five&#039;&#039;).&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
If your Warlord is a Space Marine Character, you can give one Character a Relic, absolutely free. Weapon Relics can only be taken by a unit that can take the weapon it&#039;s based on and you have to pay for the base weapon (e.g. a Terminator Captain does not have access to a chainsword and thus cannot take the Teeth of Terra). The Relic of the Chapter Stratagem can be used for extra relics, number depending on the size of the game.&lt;br /&gt;
&lt;br /&gt;
Named Characters and {{W40kKeyword|vehicles}} cannot be given a Relic. But, if you&#039;re banking on a Ravenwing Talonmaster the Supplement specifies whether or not the Talonmaster can take a given relic.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dark Angels Relics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mace of Redemption:&#039;&#039;&#039; Replaces a Power Maul or Crozius Arcanum. Sx2, AP-3, D2. Each time an attack is made against {{W40kKeyword|HERETICUS ASTARTES}} or {{W40kKeyword|FALLEN}} units, unmodified wound rolls of 4+ inflict 2 Mortal Wounds and the attack sequence ends.&lt;br /&gt;
** Now it can be taken on all Chaplains thanks to it being eligible to replace a Crozius for.&lt;br /&gt;
**S9 with Fury of the Lion WLT, according to pg 203 of the rulebook under &amp;quot;Modifying Characteristics&amp;quot;: multiplication is applied BEFORE addition. But you&#039;re taking Imperiums Sword WLT for a Smashlain, with Mantra of Strength for S10 AP-3 D3.&lt;br /&gt;
*&#039;&#039;&#039;The Eye of the Unseen:&#039;&#039;&#039; Gives the unit the Fear (Aura) ability. Enemy units within 6&amp;quot; suffer -1 to their leadership characteristic. And if an Enemy Character is within Engagement Range of the bearer, they are not eligible to fight until all other units from your army have done so. Talonmasters are eligible to take this relic.&lt;br /&gt;
*&#039;&#039;&#039;Shroud of Heroes:&#039;&#039;&#039; All attacks against the bearer suffer -1 to hit rolls. Talonmasters are &#039;&#039;not&#039;&#039; eligible to take this relic. However, Biker Captains are legal in Ravenwing lists now. Go ahead, take this relic on him with a Power Sword and Calibanite Knight warlord trait to make Captain MurderRavenwing.&lt;br /&gt;
** This doesn&#039;t stack with Ravenwing Darkshrouds. If you can afford a Darkshroud and are a Ravenwing main, use that instead. &lt;br /&gt;
*&#039;&#039;&#039;Foe-Smiter:&#039;&#039;&#039; Replaces a Storm Bolter. 24&amp;quot; Assault 4 S5 AP-1 D2. While there are less units that can take Foe-Smiter, its superior to the Primarchs Wrath because it doesn&#039;t need Bolter Discipline to do full damage at range. Also a better choice than Lion&#039;s Roar, as that has to be at 18&#039;&#039; to get the most out of it and comes with a crap load of army restrictions.(i.e. no Fallen cannon fodder). Like other relic weapons Foe-Smiter does get boosts from Grim Resolve. Best used on a Deathwing character or Techmarine with a Servo Harness.&lt;br /&gt;
*&#039;&#039;&#039;Pennant of Remembrance:&#039;&#039;&#039; {{W40kKeyword|Deathwing Ancient}} only. Select a single friendly {{W40kKeyword|Deathwing Infantry}} within 6&amp;quot; of the bearer during the Command Phase. Subtract 1 from the Damage Characteristic of attacks allocated to that unit.&lt;br /&gt;
**The loss of the aura specification and the FNP is painful, but enemies will have to throw attacks that do 4 points of damage to reliably kill Deathwing Terminators. Throw in a Deathwing Chief Apothecary if you want the FNP shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Reliquary of the Repentant:&#039;&#039;&#039; {{W40kKeyword|Ravenwing Biker}} only. An Aura ability that forces enemy units with 4++ or better within 3&amp;quot; to have 5++ instead. This makes it great against units with good Invuln Saves (Absolute fun against Archon and Guilliman with their 3++), while doing nothing to those who already have 5++ or worse.&lt;br /&gt;
*&#039;&#039;&#039;Cup of Retribution:&#039;&#039;&#039; A new relic for 9th. Chaplain model only. Once per battle, the Chaplain can recite the Feast of Malediction Litany instead of reciting a Litany that it knows. Do not roll to see if it&#039;s inspiring, it is automatically inspiring. &lt;br /&gt;
**&#039;&#039;&#039;Feast of Malediction:&#039;&#039;&#039; While a friendly {{W40kKeyword|DARK ANGELS CORE}} unit is within 6&amp;quot; of the {{W40kKeyword|PRIEST}}, add 1 to the Attacks characteristic of that unit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Special-Issue Wargear&amp;quot;&amp;gt;&lt;br /&gt;
If you have a Dark Angel Successor Chapter, these are the only Dark Angel &amp;quot;Relics&amp;quot; you have access to without a stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Adamantine Mantle:&#039;&#039;&#039; When this model loses a wound, roll a D6; on a 5+, the wound isn’t lost. Not that great in an army with access to so many rolls to negate wounds.&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Gives a model a 2+ armour save and a 5++ invulnerable save. This can allow your Characters to survive much more, especially Librarians which need to sacrifice a cast and a power slot to get a 5+ invulnerable. Best put on a model with a decent amount of wounds but no invulnerable (Librarians, Lieutenants, and Ancients).&lt;br /&gt;
*&#039;&#039;&#039;Master-Crafted Weapon:&#039;&#039;&#039; Give a weapon +1D. Good on a thunder hammer for D4 or on weapons with variable damage (force weapons and chainfists) to guarantee at least 2D.&lt;br /&gt;
*&#039;&#039;&#039;Digital Weapons:&#039;&#039;&#039; When you fight, you make one extra attack that scores a mortal wound if it hits. Not terrible, but your Characters are pretty much renown for how hard they punch stuff. It&#039;s better to invest relics in durability or supporting other troops. Can be given to a Ravenwing Talonmaster, even though they&#039;re a Vehicle.&lt;br /&gt;
*&#039;&#039;&#039;Heavenfall Blade:&#039;&#039;&#039; Replaces a Power Sword, Master crafted Power Sword, Relic Blade, or Executioner&#039;s relic Blade. S+2 AP-4 D2, and models armed with the Heavenfall Blade can make an additional attack with the weapon Chainsword style. Talonmasters are eligible to take this relic, and honestly? They should probably take it.&lt;br /&gt;
*&#039;&#039;&#039;Arbiter&#039;s Gaze:&#039;&#039;&#039; Bearers attacks always hits on a 2+ including overwatch. Can be given to a Ravenwing Talonmaster, even though they&#039;re a Vehicle. Toss-up between this and the Heavenfall Blade above for the TM&#039;s best relic.&lt;br /&gt;
*&#039;&#039;&#039;Atonement:&#039;&#039;&#039; Replaces a Plasma Pistol. 18&amp;quot; S9 AP-4 D3. Doesn&#039;t overheat. You have better relic options, even if it never overheats and does a flat 3 damage. &lt;br /&gt;
*&#039;&#039;&#039;Bolts of Judgement:&#039;&#039;&#039; The Dark Angel special bolt ammo. Make a single hit roll with a bolt weapon at AP-2 and D3, that wounds on a 2+ (6s required for vehicles and monsters). Can be given to a Ravenwing Talonmaster, even though they&#039;re a Vehicle.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Primaris Captain:&#039;&#039;&#039; Unique to the Dark Angels, your Primaris Captain has the option to swap their master-crafted auto bolt rifle for a special issue carbine (24&amp;quot;, assault 2, S4, AP-2, D2), which is a great in-between of the MC auto bolter and the MC stalker bolter. You lose the optional master-crafted power sword, (no you don’t) but you can take a regular powerfist instead if you like. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terminator Captain:&#039;&#039;&#039; Gains the Deathwing keyword. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Captain on Bike:&#039;&#039;&#039; Gains the Ravenwing keyword. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Lieutenant:&#039;&#039;&#039; Another Dark Angel specific weapon option, you can replace his stock bolt pistol for a plasma pistol. Give you a bit more oomph if you&#039;re going for the sword and sidearm gear, but why haven&#039;t you taken the MC power sword, storm shield, and volkite pistol?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; All flavours of Librarian gain the Deathwing keyword. Doesn&#039;t matter if they&#039;re the sneaky beaky Phobos or the curb-stomping Terminator. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Terminator Chaplain:&#039;&#039;&#039; Gains the Deathwing keyword. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Primaris Chaplain on Bike:&#039;&#039;&#039; Gains the Ravenwing keyword. This can be used for some real neat tricks, namely using the +1 BS modifier on Black Knights to make full use of their Plasma Talons and the Stasis Shell strategy, or making sure your charges go off as planned with the Canticle of Hate. The Jink rule is rather useless on him, sadly. Make him the Master of Sanctity, have him know Canticle of Hate and either Mantra of Strength or Exhortation of Rage - Recitation of Focus is also viable. Very good with Outriders if you&#039;re able to charge with the Exhortation of Rage, and even stronger with Litany of Hate on top of that - who doesn&#039;t want 16 attacks rerolling to hit and adding +1 to their to wound? With a bunch of Black Knights with Corvus Hammers, those rerolls to hit will help maximize the amount of MEQ you mulch on the charge. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Interrogator-Chaplain]]:&#039;&#039;&#039; Has all the usual Chaplain things; Rosarius, Crozius, Spiritual Leader, and Litanies. Costs 5pts more, but that gets you the Inner Circle rule and Keyword, the Deathwing Keyword, A4, W5, and Aura of Dread (enemy units within 6&amp;quot; count as being below half strength). &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Interrogator-Chaplain&amp;quot;&amp;gt; &lt;br /&gt;
Wargear-wise, you can swap your bolt pistol for a weapon on the pistol, combi-weapon, or melee weapon lists, AND take an additional powerfist. This really only sees merit if you&#039;re taking a relic (Teeth or Terra + Mantra of Strength). He can still take a Jump Pack, to give him a chance of keeping up with Ravenwing if you&#039;re in a game that doesn&#039;t allow Legends units for the Biker. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Terminator&amp;quot;&amp;gt; &lt;br /&gt;
As above, but with Deep Strike, M5&amp;quot;, W6, and Sv2+. Some of the rules-writers dribble got past their bib and their datasheet lists them as an Elites choice instead of a HQ like their points has them. This will be FAQ&#039;d, so the rules are here to save them being copy-pasted from the Elite section at a later date. &lt;br /&gt;
* Legends does allow this model to swap their storm bolter for a powerfist, lightning claw, thunder hammer, or storm shield. With storm shields now being +1 to armour saves and a 4++ invulnerable, this option is of dubious use considering you already have a 4++. Consider if the points cost are worth losing four bolter shots per turn for +1 to armour saves only. &lt;br /&gt;
* Debatably the worst of all the chaplains, as with the new Litanies not working out of Deep Strike (for whatever stupid reason, why he can&#039;t just chant to the guys in the teleportarium next to him is anyone&#039;s guess) means that he can&#039;t do anything until round 3 by which point the guys you dropped him with have either charged or taken casualties making him much less effective than a power-armoured Jump Pack/Bike/Drop Pod version who can get into position turn 1 (or 2 at the latest) and still chant.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Biker (Legends)&amp;quot;&amp;gt; &lt;br /&gt;
A beefy Biker Chaplain, and most useful if you want a Biker Deathwing Character. Standard fare is a twin boltgun, crozius, and bolt pistol. the bolt pistol can be swapped for a boltgun, combi-weapon, pistol, or melee weapon. They can also grab an additional powerfist; &#039;&#039;additional&#039;&#039;, it does not replace one of their stock weapons. He doesn&#039;t have the 8.5 edition Litanies, and instead has the old Litany of Hate Aura, allowing Dark Angels within 6&amp;quot; to re-roll failed hit rolls with melee weapons. His Aura of Dread also makes enemy units within 6&amp;quot; suffer -1Ld.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwing Strikemaster:&#039;&#039;&#039; Deathwing Lieutenants, equipped with Terminator armour. Inner Circle, Tactical Precision (6&amp;quot; re-roll wound rolls of 1 aura), and Company Heroes as per the usual Lieutenant fare. Crux Terminatus gives them a 5++ invulnerable, making them one of the few Lieutenants with a built-in invulnerable. Weapons are a plain storm bolter and power sword (neither are master-crafted). Both are swappable for twin lightning claws, the bolter can be swapped for a master-crafted power sword, thunder hammer, or mace of absolution (Sx2, AP-2, D3, pretty much renders the thunder hammer pointless), and the sword can be swapped for a storm shield (4++ invulnerable and +1 to armour saves), chainfist, or storm bolter (one per model)... It&#039;s such a retarded way of wording the options. &lt;br /&gt;
** The master-crafted power sword should be the MINIMUM upgrade if you&#039;re not swapping for a Relic sword. The storm shield is not a bad choice for this model either, effectively negating AP-1 and boosting the 5++ to a 4++. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenwing Talonmaster:&#039;&#039;&#039; Ravenwing Lieutenants, equipped with a Land Speeder. Heavily-armed with a power sword, twin assault cannon, and twin heavy bolter. T6, W8, Sv3+, and Jink gives them good staying power. As for special rules, they have the Inner Circle keyword and rules, and have the typical Lieutenant friendly-&amp;lt;Chapter&amp;gt;-Core-units-within-6&amp;quot;-re-oll-hit-rolls-of-1 aura and Company Heroes to allow any two Lieutenants in one HQ slot. They also have the No Escape Aura, allowing you to pick one visible enemy unit and friendly Ravenwing &#039;&#039;&#039;Core&#039;&#039;&#039; units within 6&amp;quot; gain Ignores Cover against that unit. &lt;br /&gt;
** Eighteen shots with BS2+ and AP-1 will put down most GEQ and MEQ squads in one turn. Heavy bolters being bumped to D2 makes them far more effective against Marines and Bikers, as well as light Vehicles and Monsters. &lt;br /&gt;
** Warlord Traits: A lot of good candidates. From the 9th edition Index, Impeccable Mobility lets your Ravenwing units within 6&amp;quot; advance and shoot assault weapons, Tactically Flexible lets your Ravenwing units within 6&amp;quot; choose which Doctrine to be in, and Outrider even has use in smaller games to let this model and one Ravenwing unit move 12&amp;quot; after deployment and before the first turn. &lt;br /&gt;
** Relics: As a Vehicle, you&#039;ve only got a limited selection of Relics available to you. Heavenfall Blade and Arbiter&#039;s Gaze are your best two bets. &lt;br /&gt;
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====Special Characters====&lt;br /&gt;
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&#039;&#039;&#039;Note&#039;&#039;&#039; Successor chapters (including custom successor chapters) lack access to special characters as explained on page 74 of the DA codex. &lt;br /&gt;
Interestingly though, if you include Belial and Sammael in their own supreme command detachment (with say, a jump pack Librarian or beat stick Master) then their Grandmaster abilities still affect the custom chapters Deathwing and Ravenwing as you only replace the Dark Angels keyword in creating successors. This means you can use them to boss around their successors first and second companies at the chapter master level as well as having their fighting prowess (assuming there&#039;s been no FaQ), very fluffy.&lt;br /&gt;
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*&#039;&#039;&#039;[[Azrael]]:&#039;&#039;&#039; Azzy is no slouch in melee and with Sv2+/4++ can slug it out with all but the best of the enemy combatants. WS2+ and 5A base with his Sword of Secrets (S+2, AP-4, D2, wound rolls of unmodified 6 inflict an additional MW) will put down a lot of Characters. Lions Wrath is a master-crafted boltgun (24&amp;quot;, rapid fire 1, S4, AP-1, D2) welded to a master-crafted plasma gun (24&amp;quot;, rapid fire 1, S8, AP-3, D2, no overcharge). For support, he has the Captain&#039;s Rites of Battle aura (Dark Angel Core units within 6&amp;quot; re-roll hit rolls of 1) and the Chapter Masters rule (one Dark Angel Core or Character unit can re-roll all failed hit rolls). Supreme Tactician gives you +2CP if he&#039;s your Warlord and Watcher in the Dark means you can attempt to deny one enemy psychic power per game and you can re-roll the dice if it was a Chaos model. His most useful rule is the Lion Helm, which gives Dark Angel Infantry and Biker units within 6&amp;quot; a 4++ invulnerable save against ranged attacks.&lt;br /&gt;
** He can&#039;t Deep Strike with Deathwing or keep up with Ravenwing. He either pulls babysitting duty with Infantry gunlines (Eradicators and Hellblasters with their heavy versions of their guns are excellent ranged choices, otherwise their assault versions make for a good mobile death star), or pile him into a Drop Pod or Land Raider with an appropriate retinue. &lt;br /&gt;
**&#039;&#039;&#039;Azrael (Primaris)&#039;&#039;&#039;: As mentioned above, Azrael was always an awkward fit for both the Deathwing and Ravenwing. But as a Primaris, he&#039;s perfect for accompanying a squad of Hellblasters or Desolators on a Repulsor. Along with the standard Primaris stat boosts, the Sword of Secrets has been bumped up to S+3 AP-4 and the plasma component of the Lion&#039;s Wrath has gotten the same AP enhancement, making him a force to be reckoned with against TEQs. &lt;br /&gt;
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*&#039;&#039;&#039;[[Belial]]:&#039;&#039;&#039; The Captain of the Deathwing still an excellent duellist; enemy melee attacks suffer -1 to their hit rolls against him and the Sword of Silence is S+2, AP-4, D3, and always wounds non-Vehicles on a 2+ (the non-Vehicle part is not a huge deal, as you wound T7 Vehicles on a 5+ anyway). He also comes with a master-crafted storm bolter (24&amp;quot;, rapid fire 2, S4, AP-1, D2) which fires four shots at all ranges due to the Terminator and Bolter Discipline combination and a more specific Chapter Master ability that only affects Deathwing. To top him off, he also has Rites of Battle and an Iron Halo. &lt;br /&gt;
** His diet Chapter Master ability isn&#039;t limited to Dark Angel Deathwing units, only Deathwing. RAW, it also affects Dark Angel Successors as long as they&#039;re Deathwing. This is awesome and very fluffy. &lt;br /&gt;
** Legends gives Belial the option to swap his Sword of Silence and storm bolter for two lightning claws or a thunder hammer and storm shield. You should really only choose the lightning claws if he has no intention of fighting Characters and needs to focus on large groups, while the thunder hammer should be taken if you really need the +1Sv from the storm shield, since it even the sword beats the hammer for damage output. &lt;br /&gt;
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*&#039;&#039;&#039;[[Sammael]]:&#039;&#039;&#039; Worryingly only has one profile in the 9th ed. Index. One of the fastest and shootiest Characters in the Imperium, and a very comfortable melee combatant too. A plasma cannon and twin storm bolters (which always fire eight shots due to Biker + Bolter Discipline) means he can throw out the same firepower as a five man tactical squad all by himself. In melee, he gets A5 with the Raven Sword; S+2 (Sx2 if he charged), AP-4, D2. He gets an Iron Halo, Rites of Battle, and Turbo-Boost, on top of a Ravenwing-specific Chapter Master ability. T5, W8, Sv3+/4++ makes him very hardy as a cherry on top. &lt;br /&gt;
** Similar to Belial, his diet Chapter Master ability isn&#039;t limited to Dark Angel Ravenwing units, only Ravenwing. RAW, it also affects Dark Angel Successors as long as they&#039;re Ravenwing. Again, this is awesome and very fluffy. &lt;br /&gt;
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*&#039;&#039;&#039;Sammael on Sableclaw:&#039;&#039;&#039; 8th ed. Codex only. A bit more expensive than the Jetbike, but comes with a lot more dakka: a twin heavy bolter and twin assault cannon for 6/12 shots respectively. He also still fights just as well with the Raven Sword if he gets engaged. Enemies can no longer shoot at him even if he is not the closest target, as he has 7 wounds now, and still has the 4++ invulnerable save to protect himself with. The primary issue he has is that the weapons he fires are all Heavy, so if he moves he drops down to hitting on a re-rollable 3+ &#039;&#039;(and with the FAQ to re-rolls, he can&#039;t re-roll 2&#039;s to hit when moving)&#039;&#039;, and he &#039;&#039;cannot&#039;&#039; advance and shoot (unless you use the Strategem), so he doesn&#039;t have the same reach as Corvex.&lt;br /&gt;
**Sammael in either form grants a re-roll failed to-hit aura to any {{W40Kkeyword|RAVENWING}} unit within 6&amp;quot;, and grants the ability to re-roll 1s to regular {{W40Kkeyword|DARK ANGELS}} within 6&amp;quot;, too. Even if you don&#039;t take much Ravenwing, he puts out so much hurt by himself and is so comparatively resilient that it might be worth taking him in any army.&lt;br /&gt;
**When compared to Kor&#039;sarro Khan, Sammael is now &#039;&#039;slightly&#039;&#039; inferior in a straight up fight, due to Khan&#039;s double strength modifier allowing him to wound Sammael on a 3+, but Sammy&#039;s extra attack pulls him back up, so the difference between them adds up to a 0.16 wound/turn difference, assuming Khan rolls average damage. This is not a true test though, since Sammael has more than twice the shooting potential of Khan &#039;&#039;(and pretty much any other character in the game too)&#039;&#039;, does better against the &amp;quot;average&amp;quot; mook, and can {{W40Kkeyword|FLY}}.&lt;br /&gt;
** Often overlooked but stated above, Sammael has the {{W40Kkeyword|FLY}} keyword, meaning he can cruise over enemy units and to get to weaker units and fuck up enemy flyers as nearly almost all of them are T7 and below. Not to mention to fall back and unload his range arsenal on some heretics. Thanks to him flying he has some great utility that is nearly always forgotten. &lt;br /&gt;
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*&#039;&#039;&#039;[[Asmodai]]:&#039;&#039;&#039; As an individual, the Master of Repentance still has problems finding his place.  The Blades of Reason are still meh, making only one additional hit roll at SU, SP-1, D2d3. Rosarius, Crozius, and Spiritual Leader are his leftovers as a Chaplain, and he retains Aura of Dread, Inner Circle, and Deathwing from being an Interrogator-Chaplain. Exemplar of Hate turbo-boosts his Litany of Hate, being able to cast it on a 2+ and with a 9&amp;quot; range. &lt;br /&gt;
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*&#039;&#039;&#039;[[Ezekiel]]:&#039;&#039;&#039; The Dark Angels Chief Librarian now gains the Chief Librarian Keyword, with the ability to cast and deny two powers per turn and knows smite and three Interromancy powers. He also comes with the Deathwing and Inner Circle Keywords, a Psychic Hood (+1 to Deny the Witch tests against powers cast within 12&amp;quot;), and +1 when casting an Interromancy power. His best ability is the Book of Salvation Aura, which grants Dark Angel Characters and Core units within 6&amp;quot; +1A; note that this explicitly does NOT stack with Shock Assault. Unlike other Librarians, he&#039;s more than happy to get stuck in with WS2+, BS2+, A3, and Sv2+/4++. For weapons, he has the bolt pistol The Deliverer (12&amp;quot;, pistol 1, S4, AP-1, D2) and the force sword Traitors Bane (S+2, AP-3, Dd3, becomes D3 against Fallen or Heretic Astartes). &lt;br /&gt;
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*&#039;&#039;&#039;Master [[Lazarus]]:&#039;&#039;&#039; While his fluff is complete dog shite, his model is good and his rules are great against Psyker-heavy armies. Inner Circle, Iron Halo, and Rites of Battle are the standard affair. The Spiritshield Helm gives Dark Angel units within 6&amp;quot; a 5+ save against &#039;&#039;mortal wounds&#039;&#039; (it gives him a 4+ save) and Intractable Will lets him fight after he&#039;s been killed (does not stack with the Astartes Banner ability or Only In Death Stratagem). For weapons, he has a bolt pistol and Enmity&#039;s Edge (S+2, AP-4, D2, becomes D4 against Psykers). Obviously he sucks at ranged combat, so you should buy him a transport and a retinue of Choppy/Smashy Primaris to get the best out of his five attacks.&lt;br /&gt;
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===Troops===&lt;br /&gt;
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The Dark Angels don&#039;t have any unique Troop choices or anything that particularly stands out in 9th. What does matter is &#039;&#039;how&#039;&#039; you use your Troop units with their Chapter Tactics. &lt;br /&gt;
* You gain +1 to hit rolls with units that have not moved, very much encouraging you to squat your units on an objective or in cover. &lt;br /&gt;
* You automatically pass Combat Attrition Tests, so taking maximum-sized units isn&#039;t a huge deal with regards to morale.&lt;br /&gt;
* Fire Discipline means that if you survive the charge, you can make the enemy pay dearly when you have Tactical Doctrine active - You can shoot back at the enemy in the shooting phase with your rapid fire or assault weapons, hitting on a 5+. Quite funny when your dice are hot and you wipe an enemy unit off the board and off your objective - or when you charge on in and are stuck in combat with a big tarpit of a unit.&lt;br /&gt;
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The best Troops depends on how well they synchronize with Grim Resolve. Which means their best use besides camping objectives is long range shooting. &lt;br /&gt;
It&#039;s important to remember that Terminators and Bikes can gain Objective Secured, limiting the uses of troops if you just wanted them for taking the objective. &lt;br /&gt;
So rather than a full tactical section for each, troops are ranked for their usefulness instead.&lt;br /&gt;
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# Heavy Intercessors: Heavy Intercessors benefit from Grim Resolve and Bolter Discipline the most out any of the troop options. So unlike Codex Marines and supplements DA Heavy Intercessors are best used with the vanilla loadout of Heavy Bolt Rifles and good old Heavy Bolters. Arguments could be made though for the heavy options if you REALLY want your 42&amp;quot; shots.&lt;br /&gt;
# Intercessors: Stalker Bolter Intercessors have enough firepower sit on the objective and table what they shoot at. Grim Resolve allows them to shoot from the backline with little fear of retaliation. Also the only Primaris troops that benefit from a Repulser &amp;amp; should also be kitted out for long range sniping. Alternately, both the standard bolt rifle and auto-bolt rifle are viable options, allowing you to make Bolter Discipline and Grim Resolve, or maximize your Fire Discipline ability to allow you to be surprisingly decent on the assault and combines nicely with some stratagems. &lt;br /&gt;
# Tactical Marines: The best use of Tacticals is giving them a heavy weapon. Take a Razorback instead of a Rhino and pick a Multi-Melta or another weapon that has a longer range. The Sergeant&#039;s Combi-Bolter should either be a Combi-Flamer or Combi-Plasma .&lt;br /&gt;
# Infiltrator Squad: The closest thing to the old Scouts. However since Grim Resolve and Bolter Discipline stack. Infiltrators end up being redundant. If for whatever reason you&#039;re running a Phobos heavy list, these guys can actually get rather nasty. Fire Discipline applies to them, and Marksman Bolt Carbines autowound on sixes. Combine that with the comms array for rerolling 1&#039;s, and anything within 24&amp;quot; is going to be eating a lot of bolter shots every turn.&lt;br /&gt;
# Incursor Squad: Has the same problem as Infiltrators. While Occulus bolt carbines stack with both Grim Resolve and Bolter Discipline and get rerolls with their Paired Combat Blades. They are still inferior to both Deathwing Knights, Ravenwing Black Knights and DW Terminators with Thunder Hammer &amp;amp; Storm Shield Combos. Alternate take, they&#039;re ideal for taking objectives and being hard to shift. Fire Discipline applies to them!&lt;br /&gt;
# Assault Intercessors: Same problem as Infiltrator and Incursor as they are lacking compared to Objective Secured Termis and Ravenwing. They may get more chances to reroll however Chainswords are not that great compared to Power Fist variants and the pain Deathwing Knights can inflict. Don&#039;t take them.&lt;br /&gt;
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===Elites===&lt;br /&gt;
In addition to the Death and Ravenwings. Dark Angels can any take elites with the exception of Sternguard and Vanguard Veterans. Honor Guard are now Ultramarine exclusive, while non RW Biker ICs and Biker Vets can&#039;t be given the &#039;&#039;Inner Circle&#039;&#039; rule.&lt;br /&gt;
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The best Greenwing options are Company Vets for more Plasma or situational Combi-Weapons, more dakka from Aggressor Squads (according to White Dwarf fluff they should have the &amp;quot;Deathwing&amp;quot; keyword), or all out destruction from Invector Warsuits and Dreadnoughts. Ignore the reguler Contemptor in favor of the Relic version with more options.&lt;br /&gt;
With Rites of Initiation you can upgrade near death Space Marines to be members of the Deathwing. Now don&#039;t you have to repaint or keep your old Venerable Dreads on the shelf.&lt;br /&gt;
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====Deathwing====&lt;br /&gt;
Your Deathwing Characters have the Command Squad rule as well, meaning they don&#039;t take up a Battlefield Role (Force Organisation) Slot if you have at least one unit of Deathwing Command Squad. &lt;br /&gt;
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*&#039;&#039;&#039;Bladeguard Ancient:&#039;&#039;&#039; Gains the Deathwing keyword. &lt;br /&gt;
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*&#039;&#039;&#039;Bladeguard Veteran Squad:&#039;&#039;&#039; Gains the Deathwing Keyword. Anti-MEQ and below only, as their lack of upgrade options and Sx2 makes them inferior to other Deathwing. Decent space filler if you need to complete a Vanguard Detachment but that&#039;s about it.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Ancient:&#039;&#039;&#039; Gains the Deathwing keyword. He has unique wargear options; He comes standard with a storm bolter and powerfist, but the powerfist can be swapped for a chainfist or both weapons can be swapped for two lightning claws or a thunder hammer and storm shield so he can pull his weight in a fight. &lt;br /&gt;
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*&#039;&#039;&#039;Terminator Squad:&#039;&#039;&#039; Gains the Deathwing Keyword. Though they lack the flexible loadout of the exclusive Deathwing Termies, you keep the Teleport Homer, allowing you to suddenly-grab objectives if you run a mono-DW detachment. Though they lack plasma cannons, you can still park them somewhere for a sudden snag.&lt;br /&gt;
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*&#039;&#039;&#039;Terminator Assault Squad:&#039;&#039;&#039; Gains the Deathwing Keyword. Though they lack the flexible loadout of the exclusive Deathwing Termies, you keep the Teleport Homer, allowing you to suddenly-grab objectives if you run a mono-DW detachment. Unless you really need the Homer, just use the Deathwing Knights instead to be honest.&lt;br /&gt;
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*&#039;&#039;&#039;Relic Terminator Squad:&#039;&#039;&#039; Gains the Deathwing Keyword. Grim Resolve, Inner Circle, and Objective Secured makes them competitive to the DW termies, with the addition of holding equipment that you can&#039;t replicate elsewhere.&lt;br /&gt;
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*&#039;&#039;&#039;[[Deathwing]] Terminators:&#039;&#039;&#039; Elite Terminators with Inner Circle and the ability to customize their loadout to suit your needs, all while being as expensive as assaults. Starts off with the standard Terminator wargear (Storm Bolter and sword for the Sergeant, fists for the Terminators). Any Powerfist can be replaced with a Chainfist (Sx2, AP-4, Dd3, becomes D3 against Vehicles), and 1 in 5 Terminators can swap their storm bolter for an Assault Cannon, Heavy Flamer, or Plasma Cannon, or take a cyclone missile launcher. Where they differ from the regular Terminator Squad is the ability for ANY number of models to swap their Bolter and melee weapon for two Lightning Claws or a Thunder Hammer and Storm Shield. Finally, they can take a Watcher in the Dark to gain a once-per-battle Deny the Witch chance as if they were a Psyker. They do not have the Teleporter Homer available to vanilla Terminators, but their cost makes them an ideal competitor for troops. &lt;br /&gt;
** Starting with a ten-man squad, you can then combat squad them into a five-man Assault Squad and a Five-man Terminator Squad with two heavy weapons. &lt;br /&gt;
**Assault Cannon vs Plasma Cannon vs Cyclone Missile Launcher: Both Cannons now cost the same for Deathwing Termis. While Cyclones are the most expensive option, their versatility makes them the better choice. Assault Cannons will always have the same damage output regardless of how many targets their shooting at. While Plasma Cannons get their full amount of shots if they&#039;re used against squads of 6 or more. Frankly,  Plasma Cannons are better used elsewhere in the army when you needn&#039;t spend CP to make them hit at full BS. Cyclones with their two profiles get the best of both. Krak Missiles are close enough to overcharged Plasma Cannons that you will hardly miss them. Nor do you lose out on Bolter Discipline as they get to keep their Storm Bolters.&lt;br /&gt;
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*&#039;&#039;&#039;Deathwing Command Squad:&#039;&#039;&#039; Those same dudes written above, but with three main differences; unit size of one Sergeant and 1-4 Terminators, one squad can be taken without using an Elite slot if the detachment also has a Dark Angels Captain, and Dark Angel Characters with nine or less wounds (i.e. all of them) within 3&amp;quot; cannot be targeted by ranged attacks. &lt;br /&gt;
**This is a quite interesting unit, that with the new way of how Look Out, Sir! and Bodyguard work, they can help you characters to survive longer, even just one single model of this squad can protect them in any possible case. And if you do not use Characters near them, it is still a possibility to add a small number of Terminators (they cost a little more, but obviously even a 4 men squad is cheaper than a 5 man squad, with a difference of just 2ppm).&lt;br /&gt;
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*&#039;&#039;&#039;Deathwing Knights:&#039;&#039;&#039; The premiere Terminator Assault Squad. One Master and 4-9 Knights all with storm shields and WS2+. The Master has the unique flail of the unforgiven, striking at S+2, AP-3, D2, and any excess damage is carried over between models in the target unit. So rather than killing three W1 models at most, you can now go up to six. The Knights mace of absolution is also brilliant, Sx2, AP-2, D3. That&#039;s it. It&#039;s a thunder hammer sacrificing a point of AP in order to avoid the hit roll penalty. The unit can also take a Watcher in the Dark, allowing you to attempt to deny a psychic power once per battle, and re-roll the deny the witch test if the caster is a Chaos model. &lt;br /&gt;
** These guys are great but do need some support from Characters. An Interrogator-Chaplain will make them even more deadly with his rerolls and if you don&#039;t mind the investment, you could get a Deathwing Ancient to follow them too. All of the above can teleport in together, or you could fit them in a Land Raider Crusader/Redeemer or a Storm Raven for more mobility and firepower support. Once they&#039;re in combat, they&#039;re almost certain to kill anything in front of them but getting there first can be a tad difficult by themselves.&lt;br /&gt;
** Consider running a Librarian with the knights. Righteous Repugnance gives you re-roll to hit AND to wound, which is actually better than the chaplain&#039;s aura! Just remember, casting isn&#039;t guaranteed to succeed (unlike the aura, which is always on) and even if you pass, your opponent can attempt to deny the power with a psyker of their own.&lt;br /&gt;
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*&#039;&#039;&#039;Deathwing Champion:&#039;&#039;&#039; The 1st Company Champion is still here, but a wee bit schizophrenic. The typical Martial Superiority (fights first against Characters) and Honour or Death (6&amp;quot; heroic intervention towards Characters) is well and good, but their unique halberd of Caliban wants to fight blobs; S+3, AP-3, D2. The Halberd gives the champ 3 extra attacks as long as an enemy unit with 10+ models is in engagement range- those attacks must target that unit of 10+ models. Still, as a Company Champion, he has WS2+, A4,  a 0-1 per-army limit, and he can still have the Chapter Champion upgrade but cannot have the Blade of Triumph. &lt;br /&gt;
**In terms of close combat damage against lone characters, the three Champions fall pretty close to each other. The Deathwing Champion has one higher AP, but often a character has some form of invulnerable save, that will make AP less of a concern beyond 3+. The deciding factor will be mainly their prices and the rest of the army; you can field almost 2 Company champs for the price of a single RW/DW champion. However, it would be a waste of a Rhino/Razorback trying to keep up with a RW HQ and pairing the Greenwing champion in with guys in Termi-armor would just look ridiculous.&lt;br /&gt;
**If for some reason you really want his 2+ to wound against MEQs again, pair him with a Chaplain Dreadnought. Be mindful of the cost, though.&lt;br /&gt;
**Does face a bit of competition from other Deathwing characters (despite being a similar point price) and without actually being an HQ. The lack of any shooty weapon also hurts (admittedly shooting isn&#039;t the Deathwing&#039;s main job but a Storm Bolter couldn&#039;t have hurt to have).&lt;br /&gt;
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*&#039;&#039;&#039;Deathwing Apothecary:&#039;&#039;&#039; It&#039;s an Apothecary in Terminator armour, need more be said? Yes? Fine. Combat Restoratives heals one friendly Dark Angel Infantry or Biker unit up to d3 lost wounds and the Narthecium gives you a 6&amp;quot; ignores-lost-wounds-on-a-6 aura. Reviving one fallen model has been shunted to a stratagem, but he&#039;s still an Apothecary model and the Chief Apothecary upgrade is rather excellent. He comes with a storm bolter for four bolter shots at 24&amp;quot; range, but has no melee weapon meaning he really doesn&#039;t want to be there. &lt;br /&gt;
**The challenge to viability is that he doesn&#039;t heal anymore than a regular Apothecary, yet costs more, and since the cost of the Apothecary limits your inclusion of other models (because you could buy them instead), he has to heal a lot more to justify himself. That cost does buy him more durability though since the 2+/5++ is way better than what a standard apothecary has in addition to more wounds. &lt;br /&gt;
**The problem for this chap is that the Ravenwing Apothecary is just better, it&#039;s faster, more shooty and is arguably more durable. He also has Inner Circle, so you can take him in a DW Vanguard detachment with no penalty.&lt;br /&gt;
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====Ravenwing====&lt;br /&gt;
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For main guns, plasma talons will be the standard, with a profile of 18&amp;quot;, assault 2, S7, AP-3, D1, may gain +1S and +1D but hit rolls of unmodified 1 kill the user. All of the Characters and 1 in 3 Black Knights can swap for a Ravenwing grenade launcher. Frag profile is 30&amp;quot;, assault d6, S3, AP0, D1, blast, and krak profile is 30&amp;quot;, assault 1, S6, AP-1, Dd3. It may be worth taking one model with a grenade launcher for the Stasis Shell stratagem, but otherwise the plasma talon will be your best weapon as the mid-range is offset by the long move and advance distance afforded to the Ravenwing.&lt;br /&gt;
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Your Ravenwing Characters have the Command Squad rule as well, meaning they don&#039;t take up a Battlefield Role (Force Organisation) Slot if you have at least one unit of Ravenwing Black Knights. &lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Apothecary:&#039;&#039;&#039; Hands down the best Apothecary available to any Space Marine army. M14&amp;quot; and an advance of 6&amp;quot; ensures he&#039;s always where he needs to be, and not being limited to one-per-army like the Champion means you can have plenty of these guys zipping around the field. T5, W5, Sv3+/5++ (4++ if he advanced), gives him plenty of staying power as well. New Narthecium rules provide an ignore-lost-wounds-on-a-6 aura (which for him is 6&amp;quot; and not 3&amp;quot; like all other Marine Apothecaries) and Combat Restoratives heals d3 lost wounds to one model (very useful to your W3 Ravenwing and Deathwing). Reviving a model has been moved to stratagem though. Being an Apothecary, they can still be upgraded to the awesome Chief Apothecary rules. He has no melee weapon though, so don&#039;t get fooled into getting him stuck in. &lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Champion:&#039;&#039;&#039; The do-it-all Champion. No longer gets a Blade of Caliban, instead having a master-crafted power sword (S+1, AP-3, D2) like all regular Champions get. No combat shield for a 2+/5++ though, so enjoy your 5++/4++ from moving/advancing while you can. Unlike your other Ravenwing Characters, he has WS2+ and A4. Like other Champions, he has Martial Superiority (always fights first against Characters) and Honour or Death (Heroically Intervene up to 6&amp;quot; towards Characters). The Chapter Champion upgrade has very good abilities, Warlord Trait, and Relic available to them. &lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Ancient:&#039;&#039;&#039; The Ravenwing version of the Deathwing Ancient. Astartes Banner gives Dark Angel Core models within 6&amp;quot; gain +1Ld and can make one shooting attack or one melee attack on a 4+ when they die. He has no melee weapon though, so don&#039;t get fooled into getting him stuck in. &lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Black Knights:&#039;&#039;&#039; Competes with Hellblasters for best Imperial plasma spammer. Moved to the Elites slot as of the 9th ed. Dark Angel Index. A maximum of ten T5, W3, Sv3+/5++ (or 4++ but suffer -1 to hit rolls) models with two plasma shots each are going to ruin someone&#039;s day. They have no special rules of their own, aside from Inner Circle, Jink, and Turbo-Boost. For 5pts each, they can all be equipped with corvus hammers (S+1, AP-1, D2) for beating in the now-W2 Fallen. The Huntmaster (Sergeant) also has the option for a power sword or power maul for the same points. Each of them also comes with a bolt pistol that can be fired in melee. They also have the Melta Bomb Keyword for some surprise mortal wounds.&lt;br /&gt;
**While Inceptors might seem better than these guys due to their 2D3 blast plasma, The 4++ invuln you get from advancing and an actual melee weapon make these guy more likely to survive in the short ranges that their guns have.&lt;br /&gt;
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===Flyer===&lt;br /&gt;
9th Edition brings our vehicles in line with the other Codex-adherent armies.&lt;br /&gt;
*&#039;&#039;&#039;[[Nephilim Jetfighter]]:&#039;&#039;&#039; The Nephilim is still flying high after its much-needed buffs last edition, keeping most of its damage output against ground targets while gaining even more against enemy aircraft. Blacksword Missile Launchers fire a pair of S7 AP-3 D2 shots each turn, and count as D4 against enemy &#039;&#039;&#039;Aircraft&#039;&#039;&#039;. It swapped Strafing Run for Air Superiority, giving it +1 against aircraft. Of course as a member of the &#039;&#039;&#039;Ravenwing&#039;&#039;&#039; it has the ability to Jink, giving it a [[Awesome|5+ invuln every time it moves (it must always move)]] or 4+ if it advances. The Avenger Mega Bolter still chews up things with Heavy10 S5 AP-1 D2, or you could swap that for a Twin Lascannon for some vehicle hunting. Also another unit that appreciates the extra damage point for Heavy Bolters. All of this wrapped in a solid flyer statline with T6 and 11W with a 3+ save and Hard to Hit, which forces enemies to shoot with -1 to hit, means that the Nephilim is still a fine support unit with plenty of reach on the battlefield.&lt;br /&gt;
**Additional Note: The Darkshroud can add a further -1 to hit, too bad those don&#039;t stack in 9th edition anymore. &lt;br /&gt;
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*&#039;&#039;&#039;[[Dark Talon]]:&#039;&#039;&#039; The Dark Talon has been tweaked once again, and is still a great source of mortal wounds. Rift Cannon is now a Heavy D3 Blast S12 weapon. It has no AP or Damage, because the target instantly takes 3 mortal wounds per successful to-wound roll, making it somewhat more reliable than the jankiness of the old Rift Vortex chart. Stasis Bomb has its damage nerfed to d3 mortal wounds, but prevents anything (except &#039;&#039;&#039;Vehicles&#039;&#039;&#039; or &#039;&#039;&#039;Monsters&#039;&#039;&#039;) from falling back during its next turn. Great for screwing up T&#039;au plans. The Dark Talon also has two [[Hurricane Bolters]] which means [[Awesome|24 SHOTS at close range]]!!! While just the standard Bolter profile they are still excellent for clearing out light infantry units, and are no longer useless against the vehicles the [[Dark Talon]] often hunts. The Hover Jet special rule will prevent the Dark Talon from flying off the board and entering reserves, allowing you to bring it back into the fight after flying off away from the fight. Now a total 210 points.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
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*&#039;&#039;&#039;Bike Squad:&#039;&#039;&#039; Gains the Ravenwing keyword. Gains objective secured with an all-Ravenwing Outrider Detachment, as well as benefiting from the Speed of the Raven doctrine, allowing for a Squad of these to threaten mid-field objectives. Equipping these guys with Flamers allows for very respectable Horde clearing with a 35&#039; threat range. Meltaguns also make a fairly deadly alpha strike option, especially with a squad with a multi-melta attack bike. Plasma guns will cost you the same as a Black Knight without the Corvus Hammer, trading the Black Knight&#039;s assault plasma talons for a bit of range and the bike&#039;s boltguns. However, you&#039;ll almost always want to advance for that 4++ jink save. &lt;br /&gt;
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*&#039;&#039;&#039;Attack Bike Squad:&#039;&#039;&#039; Gains the Ravenwing keyword. &lt;br /&gt;
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*&#039;&#039;&#039;Land Speeders (all flavours):&#039;&#039;&#039; Gains the Ravenwing keyword. &lt;br /&gt;
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*&#039;&#039;&#039;Primaris Outrider Squad:&#039;&#039;&#039; Gains the Ravenwing keyword. Gains objective secured in an all-Ravenwing Outrider Detachment. Since these guys lack any other weapons but carry chainswords and deal extra hits on the charge as well as being tougher than the firstborn bikers, you&#039;ll be needing them to lead the way. They may only be able to charge on turn two, pulling Full Throttle on turn one will guarantee that you&#039;ll clear that distance quickly - especially if you have a warlord that can keep up use Brilliant Tactician or Tactical Appraisal to maintain Devastator doctrine for a bit longer.&lt;br /&gt;
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*&#039;&#039;&#039;Invader ATV Squad:&#039;&#039;&#039; Gains the Ravenwing keyword. &lt;br /&gt;
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*&#039;&#039;&#039;Storm Speeders (all flavours):&#039;&#039;&#039; Gains the Ravenwing keyword. &lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing Darkshroud:&#039;&#039;&#039; A souped-up Land Speeder, having +1T and +3W over the regular ones. Its main shlick is the Icon of old Caliban rule, that provides a -1 to-hit aura for Dark Angel units within 6&amp;quot; against shooting - including the Darkshroud itself. You&#039;ll pay minimum 138 points to get almost the same defensive bonus that several sub-factions get by default, but hey, it&#039;s still better than nothing. Plus it&#039;s damn fluffy. Not much in the way of offensive potential though; it comes with a stock heavy bolter, which is almost never worth to upgrade to an assault cannon. Most of the time you&#039;ll want to advance for the 4++ save anyway, and since its 12&amp;quot; speed makes it a tad bit slower than the RW bikers, Knights and Land Speeders it supposed to protect. Unfortunately thanks to 9th edition, it no longer stacks with other -1 to hit penalties such as the Shroud of Heroes, Aversion or Hard to Hit as examples, in addition to itself, meaning that you&#039;d still only be -1 to hit with multipple of them. Additionally, watch out for long range guns that hit on fix numbers (Dark Reapers), or those who get bonus against models with the FLY keyword (Onager Dunecrawlers with the Icarus array)- your Darkshroud will be a primary target for them, or any number of shooting weapons, especially if the -1 to hit bubble is being abused a lot. Still worth taking one though for anti-shooting, even with the nerfs to stacking the debuffs.&lt;br /&gt;
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*&#039;&#039;&#039;Ravenwing [[Land Speeder Vengeance]]:&#039;&#039;&#039;This is Fast Attack now. At T6 and 9 wounds this is more survivable than the basic land speeder, as anti-infantry weapons only wound it on a 5+/6+. The Plasma storm battery is a Heavy 2D3 at S8 -3AP 2D standard and S9 -3AP 3D supercharge with Blast and  1 mortal wound per overheat. So now you only take a small penalty for a failed overcharge as opposed to having a near useless flying rock with only 2/3 of its base wounds. This is probably the one plasma weapon you want to overcharge regularly, but all easily accessible sources of re-rolls don&#039;t work on it anymore since it lacks the core keyword, grab a Techmarine or Master of the Forge for +1 to hit on the move and maybe spare a command point for a re-roll. Very good for hurting big multi-wound models. Although tempting, not the best target for WoTDA due to the random number of shots and having to declare you&#039;re using the stratagem before you fire, however 6 S9 -3AP D4 shots if you roll well is sure to ruin anyone&#039;s day.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*&#039;&#039;&#039;Solemnus Aggressor (Open Play Only):&#039;&#039;&#039; Because the Land Raider Crusader still isn&#039;t enough dakka, your Angels slapped a couple of Heavy Bolters on for good measure. Still has enough room to transport a single 10 man Squad of your choice plus a character to escort, and it will brutally punish anyone who dares to deploy light infantry against you.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
While essentially space marines with a twist, the Dark Angels do have some different tactics, mainly because of the Ravenwing, the Deathwing and the named characters.&lt;br /&gt;
*&#039;&#039;&#039;Army Construction&#039;&#039;&#039; Dark Angels are space marines first, so anything that goes for normal marines applies more or less to Dark Angels. What makes Dark Angels different are a few of their unique units and their stratagems. Dark Angels are spectacular shooters, and pretty good close-combatants as well. They have great options for either, and a few options for both. When playing Dark Angels, it is therefore usually better not to focus on just one aspect (like Ravenwing or Deathwing) but to see which units complement each other. You will want to include, in varying degrees, enough anti-infantry firepower, enough anti-tank firepower, and enough close combat power. How you balance these three aspects, and what units you use depends on personal preference and the local meta. I think a few units deserve special mention for Dark Angel tactics:&lt;br /&gt;
**Talonmaster: a lot of anti-infantry firepower on mobile chassis, and a decent close combat character, especially if equipped with the proper relics.&lt;br /&gt;
**Sammael: like the Talonmaster, but better for Ravenwing and often worse for everything else. Also combines well with a Talonmaster.&lt;br /&gt;
**Company champion: Very cheap close combat character.&lt;br /&gt;
**Black knights: expensive, but they are good all-rounders with their plasma weapons and decent attacks. They also combine well with a few stratagems and with Sammael. With combat doctrine and new stratagem can beat the shit out of enemy on turn1 and fall back IN THE SAME TURN&lt;br /&gt;
**Deathwing: none of them can be wounded on 1-3 (plasma, powerfists, thunder hammers get rekted). all of them has nice support characters. DW knights hit with hammers on 2+. DW classic termies can gain obsec, at the cost of not including anything else but Deathwing in a Vanguard Detachment.&lt;br /&gt;
**Company Veterans: at first: buy them for sexy bits, then, as mentioned above, if you need a close combat punch, these guys are great as they can also have a few combi-weapons to boost shooting power. Add power weapons and a company champion and you have a dangerous but fairly cheap hitting machine.&lt;br /&gt;
**Dark talon: This plane is EVIL. For the low price of 210 points, you get a S12 cannon that goes through every save in the game, dealing 3 mortal wounds per successful wound roll. Fantastic unit.&lt;br /&gt;
Use the above mentioned units and some of the Dark Angel named characters to enhance your army, but don&#039;t rely on just the Dark Angel only units. A predator, intercessor squad, normal lieutenant or dreadnought is still a great unit and will serve you well.&lt;br /&gt;
*&#039;&#039;&#039;Character buffing:&#039;&#039;&#039; Dark Angels have a few tricks for massive bubble-wrapping (by which I mean stuffing as many units in as many buff-bubbles as possible. Azrael is the most obvious first choice because of his 4++ save bubble. Expect to see him used a lot. Second on the list is the Lieutenant with his reroll ones to wound.&lt;br /&gt;
**Make sure if you bring Belial or Sammael to bring Deathwing and Ravenwing respectively to make the most out of their re-rolls to hit for their respective DW and RW brothers. Sammael is a special case as he is far more shooty than Belial, has great mobility, and excellent close combat ability meaning he can perform well in nearly any Dark Angel list.&lt;br /&gt;
*&#039;&#039;&#039;General Notes:&#039;&#039;&#039;&lt;br /&gt;
**Plasma overcharge: This tip is valid for other marine chapters as well, but since Dark Angels use more plasma than an other Astartes force it should be mentioned here. If your unit is equipped with 2 or more plasma weapons that will fire multiple shots, always remember to roll them separately on overcharge, a model at a time. This can be quite time consuming for plasma-equipped Inceptors with their separate 2D3 shots, but can mean the difference between losing a whole unit, or just a single model.&lt;br /&gt;
***Also remember that Plasma weapons kill the wielder after the weapon fires all of its shots; this means a model firing overcharged plasma from a plasma gun at 12&amp;quot; gets to fire both shots even if 1 of them rolls a 1, and it will die afterward.  However, the same model firing 2 plasma pistols has to shoot one at a time, and if the first pistol kills the model, the second pistol does not fire.  In general, for the same amount of plasma shots, you want to try and use as few distinct guns as possible, so the math on this will be as forgiving as possible.&lt;br /&gt;
*** Example: you&#039;re within rapid-fire range with your 3 remaining Hellblasters and go for overcharge. You roll 1,1,3,3,5,6. If you didn&#039;t roll separately, your opponent can assume that the two 1s were rolled for 2 separate models, meaning you&#039;ll lose 2 figures. If you roll separately, you&#039;ll see if 2 models had a 1 in their shot, or only one of them rolled two 1s, saving your other Hellblaster.&lt;br /&gt;
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*&#039;&#039;&#039;Battle Strategy:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Ravenwing Alpha-Strike:&#039;&#039;&#039; There is scarcely unit in the game that can keep pace with your Ravenwing on turn 1 AND be able to fire all their weapons. This is particularly important for Invader ATVs, Land speeders of all kinds, and attack bikes. These models are eligible to fire their heavy weapons if they advance, on turn ONE only - barring shenanigans with Brilliant Strategist or the Tactical Appraisal Strategem. The maneuverability this grants to all Ravenwing units is exceptionally powerful, and you should use it to strike as hard as you can at a key position in your opponent&#039;s lines as much as possible. In particular, you can use the Targeting Guidance strategem to mitigate the penalty for advancing and firing weapons. You may also wish to accompany a unit intending to Alpha-strike in this manner with a Primaris Chaplain on bike, reciting Recitation of Focus. The +1 to hit from Targeting Guidance will cancel out the -1 to hit from advancing, and then you will get +1 more to hit from the Chaplain - hitting your target in a 2+. Bring Sammaael for truly disgisting shenanigans.&lt;br /&gt;
**&#039;&#039;&#039;Ravenwing Utility:&#039;&#039;&#039; In the mid-to-late game, your bikers and speeders can put the hurt on the enemy in a different fashion. The ability to flip your Ravenwing into the devastator doctrine with the aforementioned abilities means that you can move and advance them into your enemy&#039;s rear lines with relative ease. This permits you to strike an unexpected location and either remove an irritating enemy unit, or steal an objective from them; frequently you&#039;ll wind up doing both.&lt;br /&gt;
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**&#039;&#039;&#039;Deathwing Melee:&#039;&#039;&#039; Your Deathwing Knights, Lightning-claw or thunderhammer squads, and Bladeguard all fall into this category. First, don&#039;t bring a Thunderhammer squad, because your DW Knights do it better. Second, with the loss of Combined Assault, Deathwing can no longer be landed on the table at the 6&amp;quot; mark - we are back to needing 9&amp;quot; charges like everyone else. This means that you either need to find a way to buff their charge range (Canticle of Hate from a Primaris Biker Chaplain) OR you have to find a way to get them across the field in one piece. The first option is self-explanatory; the second option is to take an appropriately sized landraider for the first two melee DW varieties, or an equivalent Repulsor for the third example. If you&#039;re feeling particularly brave, you could also mount the Bladeguard in an Impulsor and send them up the field to anchor your Ravenwing. Note that currently there is no way to deep-strike your Bladeguard. If you want them to show up on a flank, you&#039;re spending CP for that privilege.&lt;br /&gt;
**&#039;&#039;&#039;Deathwing Ranged:&#039;&#039;&#039; The Deathwing at range are a truly frightening tool for your army, and have some fantastic tricks you can perform as well. Both your relic termie squads and your standard termie squads can combat squad when the game begins. If you choose, you may bring 10-model squads with 2 heavy weapons, and then split the squads such that 2 heavy weapons are in a five-model squad. In this manner, you may double-down on the amount of force you apply to a single area of the battlefield. 2 Reaper Autocannons and a Plasma Blaster/Volkite charger is a somewhat daunting problem for an enemy to address. Equally daunting, a pair of assault cannons or cyclone missile launchers will definitively mess with your opponent&#039;s day. The plasma cannon, while an attractive option under specific circumstances, does not have the flexibility of the cyclone missile launcher nor the damage potential of the assault cannon - simply due to volume of shooting. Needing to fire at a unit of 6 or more to get 3 shots simply isn&#039;t worth it against a guaranteed 6 shots or a pair of S8 shots. Additionally, always save 2 CP in order to use Deathwing Assault - regardless of your target, +1 to-wound will make your day that much better, and your opponent&#039;s day that much worse. Combo with Fury of the First for Dreadwing-level decimation.&lt;br /&gt;
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**&#039;&#039;&#039;Greenwing:&#039;&#039;&#039; This section includes everything that is not explicitly Deathwing or Ravenwing. What you bring from your battle brothers who are... less read-in than your Inner Circle should complement and support whatever you have selected from your specialized wings. Unless you&#039;re running primary Greenwing, in which case the opposite is true. For example, if you intend to bring a strong force of Ravenwing, consider units that can provide close support - Infiltrators, Incursors, Invictus Tactical suits, and other units that can get up close to aid your biking brethren. Since most of the Heavy Support slot is included in the Greenwing, always remember that having a unit or two that can reach out and obliterate an troublesome enemy unit is valuable. Devastators, Predators, and Vindicators excel in this role.&lt;br /&gt;
***Dreadnoughts: Dreadnoughts are heavy weapon platforms that can support an infantry advance without suffering a loss of firepower, due to the change for heavy weapons for non-infantry in 9th. Thus, these ancient giants should be used to anchor an infantry line where one is present. Regardless of the type of Dreadnought, there is no way to deep-strike them (ummm FW Dreadnought Drop pod says Hi) and as such they will cost CP to get up the field via strategic reserve.&lt;br /&gt;
***Repulsors and Gladiators: These will frequently be fire magnets. The Gladiator tanks are, like many Primaris options, inflexible. They exist purely to destroy a certain type of unit, and outside that role will struggle to earn their points back. The Repulsors, conversely, can be outfitted to be jacks-of-all-trades, enabling them to be a flexible, hardy centerpiece for your battleline. If they are to truly excel, they should be transporting *something* forward up the battlefield. Often this will be a unit that is either short-ranged, or needs a turn of protection before being unleashed to raise hell. Aggressors, Hellblasters, and Eradicators are all units that should start in a Repulsor in case the opponent gets the first turn and tries to blow that unit off the field. While Repulsors do hit very hard, they do not hit as hard as those units do when applied to the appropriate target.&lt;br /&gt;
***Specialists: As mentioned above the Dark Angels have access to the same Primaris specialists as all other Space marine Chapters, as well as new access to thunderfire cannons, Centurions, and some other fun toys previously unavailable. Each of these units, much like the Gladiator tank variants, has a specific role to play - bring them to play that role in your army. Don&#039;t bring a centurion assault squad to walk across the field and expect it to be useful - shove it in a land raider.&lt;br /&gt;
***Land raiders: These may look like main battle tanks; they are not. They are heavily armored troop carriers, with a pile of weapons on the sides to discourage enemies blocking their ramps and to punch holes in enemy battle lines. They should be used in this fashion. If you intend to bring a land raider, put something in it that can do work up front in the middle of the carnage. If this payload is not Terminators, then Company veterans are a good choice - bring them with a full compliment of meltaguns or plasmaguns, or armed to the teeth with swords and boards with a bolter tactical squad. Such a squad will in most cases give the opponent a hearty headache front and center, especially if you shove a character inside to buff the squad you&#039;re preparing to disgorge.&lt;br /&gt;
***Artillery: Your artillery needs to play nicely with the rest of your army. Every unit that can be considered artillery will benefit immensely from STANDING STILL. You get +1 to-hit when you do so, so bring artillery that can afford to do so. In order to accomplish this, you need your artillery to have range, or have a good way to get around the battlefield so that it can stay the hell put whenever possible. So if you want to bring Grav-devastators, make sure they have a rhino or razorback. Plasma, Heavy Bolter, and Lascannon devastators don&#039;t have that problem. Predators can reach out and blow something to smithereens - Vindicators can&#039;t, and need to get up the field quickly in order to smash their targets. The other thing about artillery is that your opponent WILL try to avoid it, in the same manner you should be trying to avoid theirs. Make this as difficult as you can, OR use this to your advantage and station your artillery with clear firing lines to places they want to be. If your heavy bolter or Gravcannon Devastators spend the whole game overlooking an objective your opponent NEEDS to have, then they&#039;ve done their job by killing things off that objective or attracting inordinate amounts of firepower that could have gone onto your objective scorers.&lt;br /&gt;
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**&#039;&#039;&#039;Deployment and Movement:&#039;&#039;&#039; There&#039;s a neat trick you can play on your opponent. During deployment, you may wish to position your Alpha-striking Ravenwing at the forefront of your army - because turn order is now a blank roll-off with no advantage to either player that requires the winner to take first turn, your opponent does need to react to the forward deployment of an Alpha-strike unit. However, regardless of their reaction to such a deployment, you have access to The Hunt for 2cp. This Strategem permits a single Ravenwing unit to make a normal move after deployment but before the first turn. Thus, you can use this to counter whatever your opponent&#039;s reaction is. If they&#039;ve hidden your target, then jump forward or to the side to reacquire it. If they&#039;ve won first turn and can now assail your unit, run away with it. While saves are almost never worth a cp re-roll, that 255pt unit of ATVs or landspeeders is very likely worth your 2cp to hide and save for after you&#039;ve been shot. Note that the Warlord trait from Ritual of the Damned is no longer available to achieve this effect.&lt;br /&gt;
**&#039;&#039;&#039;Fight Phase:&#039;&#039;&#039; DO NOT FORGET GRIM RESOLVE. If you are charged, you will not have moved that turn and as such, you will get +1 to-hit. Use this to your advantage every chance you get! 2CP to interrupt a dangerous enemy and thin their numbers is a good price, especially when you can hit first with your Deathwing Knights against an equal unit and clobber them at a better to-hit.&lt;br /&gt;
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===Matchups and Counterplay===&lt;br /&gt;
This section has been removed due to non-completion, repetition, and irrelevance to tournament play. You do not get to tailor your list in a tournament, so advice on &amp;quot;what units to bring against X faction&amp;quot; is unhelpful. Feel free to reinstate the section with specific tactics that are valuable against various factions.&lt;br /&gt;
*Against Hordes, you&#039;d do well to take advantage of the Dark Angels-specific stratagems to fall back with a key dakka unit and light them up. Think about Intractable.&lt;br /&gt;
*Against tougher, more elite armies, you are known for spamming Plasma, you shouldn&#039;t have too much trouble here.&lt;br /&gt;
*As a general rule, Apothecaries are invaluable no matter what kind of list you skew towards. Be it the Firstborn, Primaris, Ravenwing, or Deathwing variant, the ability to revive fallen models and have access to one of few FNP abilities in 9th Edition is critical.&lt;br /&gt;
*Another Blue Chip unit is the Ravenwing Talon Master. His fire support, durability, Tactical Precision aura ability, and his ability to occupy the same slot with a different Lieutenant equivalent give him a home in almost any &amp;quot;Take All Comers&amp;quot; Dark Angels list outside of a thematic army.&lt;br /&gt;
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==Fallen==&lt;br /&gt;
Placed here separately, because: &amp;lt;br&amp;gt;&lt;br /&gt;
1. They&#039;re Dark Angels, whether or not they have the key word.&amp;lt;br&amp;gt;&lt;br /&gt;
2. Because Deathwing units and characters get bonuses against them.&amp;lt;br&amp;gt;&lt;br /&gt;
3. Because there is actually nothing stopping you from taking Fallen in your army any more, since they have &#039;&#039;&#039;IMPERIUM&#039;&#039;&#039; keyword.&amp;lt;br&amp;gt;&lt;br /&gt;
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This is actually not as heinously abusive of the fluff as it sounds, bear in mind that Cypher and the occasional Fallen &#039;&#039;&#039;(cough - Astelan)&#039;&#039;&#039; have been let out of their cells to go on missions with the Dark Angels from time to time, though usually under excessively heavy guard and threat of death and torture if they step out of line. Cypher even shows up to offer snarky pointers every now and then.&lt;br /&gt;
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Now as of Vigilus Ablaze, your edgy older brothers have gotten a much needed buff, in the form of the Fallen Angels Specialist Detachment. Sorcerers and Chaos Rhinos that are part of an exclusively Fallen Vanguard detachment lose their {{W40Kkeyword|HERETIC ASTARTES, LEGION}} and {{W40Kkeyword|CULT}} keywords, as well as the Sorcerer&#039;s &#039;&#039;&#039;Death to the False Emperor&#039;&#039;&#039; rule and gain the {{W40Kkeyword|IMPERIUM}} and {{W40Kkeyword|FALLEN}} keywords and the Sorcerer gains the &#039;&#039;&#039;Fallen Angels&#039;&#039;&#039; rule.&lt;br /&gt;
Now that Fallen have been removed from the Chaos Marine codex. The supplement is the only way to play them and Cypher can no longer be taken due to losing the {{W40kKeyword|Imperium}} keyword.&lt;br /&gt;
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===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Fallen Angels&#039;&#039;&#039;: Though they lack the keyword to allow for the Dark Angel&#039;s Grim Resolve, this is basically same thing. You know what this does: reroll 1s in the Shooting phase if you held still in the previous movement phase and you can never lose more then 1 model to a failed Morale check. The only difference is that it&#039;s directly attached to your datasheets.&lt;br /&gt;
*&#039;&#039;&#039;Agent of Discord&#039;&#039;&#039;: A special rule Cypher gains if he is part of a Fallen Angel Specialist Vanguard Detachment. Enemies withing 12&amp;quot; of Cypher may not benefit from any rule that allows them to gain, recycle or refund CP for your opponent. The range of this ability jumps to 18&amp;quot; if there are at least 10 friendly &#039;&#039;&#039;Fallen Angel&#039;&#039;&#039; models are within it&#039;s area of effect and up to 24&amp;quot; if there are at least 20. Note this is &#039;&#039;&#039;NOT&#039;&#039;&#039; a warlord trait, Cypher simply gains it automatically.&lt;br /&gt;
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===Stratagems===&lt;br /&gt;
*&#039;&#039;&#039;Without a Trace (1 CP)&#039;&#039;&#039;: At the start of the enemy&#039;s Shooting phase, a selected {{W40Kkeyword|FALLEN ANGEL}} unit entirely on or within a terrain feature inflicts a -1 penalty on any Shooting attacks targeting them. This lends more to the Fallen&#039;s old strategy of backline camping in cover, but it&#039;s still nice to have Raven Guard tactics on tap when needed.&lt;br /&gt;
*&#039;&#039;&#039;Ancient Enmity (1 CP)&#039;&#039;&#039;: When a {{W40Kkeyword| FALLEN ANGEL}} unit fights, they may reroll Wound rolls made against {{W40Kkeyword|DARK ANGELS}}. Fluffy, but obviously super situational. If you&#039;re actually playing Fallen against Dark Angels, give yourself a pat on the back, you wonderful madman, you. While Fallen can be built to be a very competent melee squad, don&#039;t think for a second this will let you go toe-to-toe with Deathwing Terminators and come out on top. This will, however, let you cheekily punk an out of position unit that wasn&#039;t expecting your plasma gunners to suddenly charge them.&lt;br /&gt;
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===Relic===&lt;br /&gt;
*&#039;&#039;&#039;Caliban Steel Blade&#039;&#039;&#039;: A Force Sword whose damage increases from D3 to D6 on a To Wound roll of 6+. It&#039;s ass, but if you are playing a game with just Fallen, it&#039;s your only option.&lt;br /&gt;
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===Units===&lt;br /&gt;
====HQs====&lt;br /&gt;
*&#039;&#039;&#039;[[Cypher]]&#039;&#039;&#039;:  Yes, this most loyal servant of The Emperor and oldest living Dark Angel can now be fielded with a Dark Angel army. While not sharing the Dark Angel keyword, he does have the Imperium faction keyword so no reason not to take him for massive amounts of [[Rage|RAGE]] and [[Skub|fun]]. Just so you know. Take him with a squad of [[Fallen|ANCIENT LOST DARK ANGELS WHOSE LOYALTY WAS NEVER IN QUESTION]] for [[Extra Heresy|extra heresy]], he gives them re-rolls To Hit of 1 anyways. He can shoot 5 pistol shots per turn; 3 are AP-1 Bolt Pistol shots and 2 are plasma that is always overcharged with no risk of blowing up on a 1, and combined with his brand new Agent of Discord rule, he&#039;s really encouraged to lead a pack of Fallen from the front. 5 shots coming out of 1 dude is scary, especially when he most likely will not miss. He lacks a melee weapon, but throwing him into combat with stuff that likely won&#039;t kill him can tie them up without issue, as he can fall back with no penalty anyway. Then when/if he dies, laugh as he grants no victory points (in the cases where that is relevant). Quick reminder that despite being a {{W40Kkeyword|CHAOS CHARACTER}}, he specifically cannot use &#039;&#039;&#039;Daemonic Ritual&#039;&#039;&#039;. And while he&#039;s almost certainly going to be your Warlord if you are playing a pure Fallen list, remember that he specifically cannot take a Warlord trait, though between Agent of Discord and Mysterious Protection, you can be forgiven for not noticing. If you are running a pure Fallen list, however, you may wish to look to the next entry if you are hankering for a trait.&lt;br /&gt;
*&#039;&#039;&#039;[[Sorcerer]]&#039;&#039;&#039;: A fresh face to the roster, giving the Fallen a boost in the form of Psyker support. Functionally identical to a Librarian, except for his wargear. He is forced to take a Force Weapon of some kind (Sword is the default if you want your crumby free relic, but if you want an Axe or Stave then it&#039;s no real loss), but notably his Bolt Pistol can not only be dropped for the usual Plasma Pistol or Combi-weapon, but also a Chainsword, Chainaxe or any Power Weapon (which notably grants access to the murder sword and black mace) , including a Thunder Hammer! Thanks, Index! He can even take a Jump Pack, if that&#039;s something you want to do. He can also be your warlord if you so choose, but since he lacks the {{W40Kkeyword|HERETIC ASTARTES}} keyword, he&#039;ll only be able to select from the stock 3 Warlord Traits&lt;br /&gt;
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With that being said, this means that you can (when applicable) take any relics/warlord traits/use stratagems from the codex etc, as long as all of the other prerequisites for using said features are met. With all of that opening the door for the Fallen sorcerer, the best warlord traits for him are with the &amp;quot;daemonkin&amp;quot; codex in shadowspear. Warp lord and Daemon-Bound Power are probably the best bets; making the Steel Blade of Caliban slightly better with the former and just making a better sorcerer with the latter. Sadly the Vigilus Ablaze FAQ no longer allows you to take the Fallen sorcerer with imperials, because the fallen aren&#039;t already the abused step-children of space marine rules. &lt;br /&gt;
**&#039;&#039;&#039;Infernal Gaze&#039;&#039;&#039; (Warp Charge 5): Pick an enemy unit within 18&amp;quot; and roll 3 dice; any results of a 4+ cause a mortal wound. This will probably be your Power of choice most of the time, alongside Smite. It&#039;s easy to cast and can target a {{W40Kkeyword|CHARACTER}} hiding behind a blob. And honestly, there&#039;s nothing wrong with then having this guy be a Mortal Wound spewer.&lt;br /&gt;
**&#039;&#039;&#039;Death Hex&#039;&#039;&#039; (Warp Charge 8): Target an enemy unit within 12&amp;quot;; they cannot take invulnerable saves. A bit difficult to get off, but considering that you&#039;ll be running a pile of Plasma as the Fallen, this can be a death knell for units that rely on their invuln saves. Eat shit, Knights of Absolution! We don&#039;t give a fuck about your storm shields!&lt;br /&gt;
**&#039;&#039;&#039;Gift of Chaos&#039;&#039;&#039; (Warp Charge 6): Target an enemy unit within 6&amp;quot; and roll a D6. If you roll higher than the unit&#039;s highest toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos gribbly to your army. A bit of an odd one, especially since its a little hazy if Imperial armies can even reserve points for the beasties (25 each, if you were wondering). Can be devastating against GEQs, but very swingly, since even then its a 50% chance to do fuck all.  Not a bad choice if you&#039;re running against an army with few good targets for Death Hex.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Ritual&#039;&#039;&#039;: While Cypher may not summon Daemons, this guy has no such stipulations. If you didn&#039;t move your loyal-ish heretic this turn, you may roll up to 3D6 and summon that many Power Levels worth of daemons, limited by your points reserve. Rolling doubles deals a Mortal Wound to the summoner, rolling triples deals D3 of them. A pretty solid option if you&#039;re playing straight Fallen; a small squad of Bloodletters or a couple of Fiends of Slaanesh can provide a useful burst of utility to tie up troublesome squads. If you are running an Imperial Soup mix, however, this might cause... [[HERESY|issues.]]  Check with your opponent on this and be very, &#039;&#039;very&#039;&#039; careful about bringing such madness to something more competitive. Be very cautious with rolling all 3 dice if your sorcerer is your only character capable of using Daemons, since there is no way to heal him. In casual games if you use them as cannon fodder. Most won&#039;t care except [[That_Guy]]. At least you now have a use for those otherwise worthless Servitor models.&lt;br /&gt;
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====Elites====&lt;br /&gt;
*&#039;&#039;&#039;[[Fallen]]&#039;&#039;&#039;: Basically Chaos Chosen with the &#039;&#039;&#039;IMPERIUM&#039;&#039;&#039; keyword and built-in Dark Angel tactics. They are objectively better than Chosen in every way. Unfortunately, they lack the &#039;&#039;&#039;HERETIC ASTARTES&#039;&#039;&#039;/&#039;&#039;&#039;ADEPTUS ASTARTES&#039;&#039;&#039; keywords and the &amp;lt;&#039;&#039;&#039;LEGION&#039;&#039;&#039;&amp;gt;/&amp;lt;&#039;&#039;&#039;CHAPTER&#039;&#039;&#039;&amp;gt; keywords, meaning they lack a lot of synergy with either army and the only buffs they can benefit from are Cypher (whose bonus can be redundant if you didn&#039;t move), Inquisitors (shared Ld 10, a bit meh due to Fallen Angels&#039; Morale buff and exceptional existing Leadership) and the Custodes&#039; Vexilla Defensor (an actually pretty solid 5++ bubble.) As per usual for Dark Angels, Plasma is your Fallen&#039;s best friend. Up to four plus the Champion can take Combi-plasmas and an additional one can take a regular Plasma Gun.  They can, however, be built in a wide variety of ways. The whole squad can ditch their boltguns for chainswords, if you so wish. Four members can build themselves in a variety of different ways, such as adding a melee weapon, replacing their bolt pistol with a plasma pistol, their bolter with a combi-weapon or special weapon or ditching everything for a pair of lightning claws. A fifth squaddie can take either a special or a heavy weapon (choices include a Autocannon, Heavy Bolter, Lascannon or Missile Launcher. No Chaincannon for some stupid reason.) and the Champ can be built in most any way you see fit. Now that they&#039;ve been given something to ride in, their usefulness as something other then a backline coverhumper has skyrocketed, and can be used as close ranged blasters or even as assault troops! They won&#039;t carry the game for you, but they are solid unit and will serve you well in most any task you put them to. Due to being Elites instead of troops, even in battle-forged list they don&#039;t have ObSec.&lt;br /&gt;
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====Dedicated Transports====&lt;br /&gt;
*&#039;&#039;&#039;Chaos [[Rhino]]&#039;&#039;&#039;: The saving grace for the Fallen; now they can actually make it across the board in good time! Note that this is the CHAOS Rhino, not the loyalist version, so it packs a better wargear selection. Instead of a Hunter-Killer Missile, for the same price, it can carry Havoc Launcher, a Heavy D6 S5 AP-0 D1 rocket rack. In addition, aside from the usual combi-bolter, it can take a combi-flamer, plasma or melta, lending some potentially much needed firepower to a small force. Generally though, a Havoc Launcher and a pair of Combi-bolters will cost a cool 80 points and lend some very efficient anti-hoard firepower (Doubly so if you&#039;re using the Bolter Discipline Beta Rule), allowing the Fallen it just dropped off to blast away at heavier targets. A discount Razorback that still haul 10 marines, if you will.&lt;br /&gt;
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===Tactics===&lt;br /&gt;
*Cypher and Fallen-spam in a Vanguard Detachment is both effective and cheap, and can be used to supplement both Chaos and Imperium armies without changing a single thing about it. On a hilarious side note, there is no longer any rule preventing you from taking Dark Angels and Fallen in the same army, if you want to be a heretic on par with [[Dawn of War|bringing Sorcerers with World Eaters.]]&lt;br /&gt;
*While their new ability to take Rhinos have granted them much improved mobility, Fallen can still serve you well as a backline anchor. 5 Combi-plasma and a Lascannon will give most units pause, more so if you stick them in an Imperial Bastion or something similar.&lt;br /&gt;
*Other than hanging out on a gunline bastion. Fallen can be treated as [[Wulfen|expendable]] [[Death_Company|meatshields]]. Though unlike other options you won&#039;t miss them if they get a bad role on their Plasma guns or Power weapons. You may as well go all in and kit the Chaos Rhino out as well. So that it will be an pain in the ass after it&#039;s cargo are killed by their own weapons or shot off the table.&lt;br /&gt;
*While the Fallen unit itself can&#039;t take Reaper Chaincannons. There is nothing that says anything with the &amp;lt;Fallen&amp;gt; keyword can&#039;t. This allows you to give them to a squad of &amp;lt;s&amp;gt;Havocs&amp;lt;/s&amp;gt; Heavy Support Marines. However, this makes them a one trick pony only effective against MEQ&#039;s and weaker. Maybe Terminators if you get lucky with the dice. Once the opponent loses one of his units to them your Fallen will be eating long range autohits like any other [[Distraction Carnifex]] squad.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Imperial]]&lt;br /&gt;
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[[Category: Space Marines]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Tenchi_Muyo_RPG&amp;diff=1011686</id>
		<title>Tenchi Muyo RPG</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Tenchi_Muyo_RPG&amp;diff=1011686"/>
		<updated>2026-05-20T16:21:07Z</updated>

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[[File:Tenchi Muyo Game Master&#039;s Screen Image.jpg|thumb|right|350px]]&lt;br /&gt;
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A gameset published by [[Guardians of Order]], which consisted of a single book that functions both as player handbook and DM guide, a DM screen, and a single adventure booklet. &lt;br /&gt;
Tenchi Muyo, in regards to 4chan, is rarely discuss on [[/a/]] due to being an older anime and not as moekawaidesudesu or bwooding bwoody gwimdawkness as modern anime tends to be, although on [[/co/]] it has a decent following and discussion as it was one of the first anime shown on Toonami and many children had it as either their first exposure to anime in general or as their first exposure to the harem genre. Although largely forgotten in the tabletop gaming community, the Tenchi Muyo RPG has been cited as one of Guardians of Order&#039;s most influential works due to it being the baby-step between the flawed but popular [[Big Eyes, Small Mouth]] first edition and the reworked second. &lt;br /&gt;
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=Setting=&lt;br /&gt;
In the RPG and Resource book, the description of the setting summarizes the episodes of the first season of the OVA for the first 29 pages, the characters and their stats from 92 through 133, the setting itself from 152 through 170, and for the final 20 pages until character sheets and advertisements is advice for DMs to create campaigns using all of the preceding information. Here will be presented all you need to know of that, including what was left out either because it hadn&#039;t been made yet or wasn&#039;t included for some reason, which has been made expandable and collapsible for convenience. &lt;br /&gt;
The Tenchi Muyo RPG takes place in, as you would have guessed, the Tenchi Muyo universe. Tenchi Muyo has a reputation as an interesting classic anime, dating back to the golden age of the early 1990&#039;s. While Urusei Yatsura was technically the first [[Towergirls|&amp;quot;harem&amp;quot;]] anime, Tenchi Muyo was the first work to solidify the core concepts; geeky or unintelligent but pure-hearted boy (or, less often, a girl) becomes the romantic fixation of a group of the (mostly, usually) opposite gender who are far more interesting characters (a fact the series itself is known to lampshade).&lt;br /&gt;
The series had many spinoffs surpassed only by Dragonball, Pokemon, and western comics like Marvel and DC, although every Tenchi Muyo derivative was a totally different universe. The side universes range from one where most characters have somewhat or entirely different origins and become more slapstick but otherwise remain the same in appearance and personality, a &amp;quot;magical girl&amp;quot; genre universe with nothing except the same basic character personalities remaining, and so on. The one dear to the heart of the creator Masaki Kajishima however is known as the OVA universe, the first creation. Virtually all additional plot is added to that universe, and it is expanded on heavily in licensed comics, audio &amp;quot;episodes&amp;quot; released on CD and internet radio, and even unlicensed dojinshi works that Kajishima writes. Of the latter, the copyright owners allow him to continue along and keep this canon even if not directly profiting them despite the continuing strangeness of his writing and the outright pornographic content in many cases due to respect for his creative interest, plus the fact it&#039;s free advertising and that he&#039;s always willing to return to write more when they want to milk that Tenchi brandname again. &lt;br /&gt;
The word &amp;quot;Tenchi&amp;quot; means &amp;quot;heaven&amp;quot; in English, and most of the series have a pun of some kind in the title. Many of the character names are borrowed from locations in Japan. &lt;br /&gt;
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The works are sorted into the following categories:&lt;br /&gt;
* &#039;&#039;Tenchi Muyo! OVA&#039;&#039; (also known as &amp;quot;Tenchi Muyo! Ryo Ohki&amp;quot; to differentiate it from the other series that came after) ran for the first six episodes from September 25, 1992 to March 25, 1993. The seventh episode was made as a special due to popularity and shown on January 25,1994. Another six episodes were made as part of a second OVA series (considered a season rather than a new series by most), airing from September 25, 1994 to September 25, 1995 which ended in a massive cliffhanger that was continued in the comics. A full eight years later the third OVA series was made, running from September 18, 2003 to March 16, 2005 with five episodes, then a final special on September 9, 2005. The core concepts of Tenchi Muyo are based heavily on Japanese Shinto mythology but with aliens instead of gods...sort of. Alien gods at any rate. As one would expect from something borrowing from mythology, there&#039;s quite a bit of incest. Rather than alter things or ignore it, the creator simply shrugged it off with the explanation &amp;quot;humans are really weak genetically, that&#039;s why incest is a problem for us&amp;quot; and saying that anything not of Earth is totally fine up to half siblings. This goes further when Tenchi&#039;s children with the female cast (the ENTIRE female cast, who all become his wives) grow up with most marrying the kids of his cousin, with the exception of the one who marries the mother of the entire human race. At the resolution of the main OVA series, Tenchi is revealed to actually be the mortal incarnation of the omnipotent God, who pulled an [[The Silmarillion|Eru]] and created three gods called Choushin (two of whom he marries) to create all of reality, including life, &amp;lt;strike&amp;gt;because he was ronery and needed waifus&amp;lt;/strike&amp;gt; for his own entertainment and more unknowable reasons. Tenchi deals with this knowledge by...going back to being a shrine priest for the Shinto religion, farming carrots, and finally marrying the women who have been courting him for years. &lt;br /&gt;
* &#039;&#039;Tenchi Muyo! GXP&#039;&#039;, which ran from April 3, 2002 to September 25, 2002. It is canon to the above OVAs and stars Tenchi&#039;s cousin Seina Yamada, who may or may not be the main villain from the third OVA series thrown out of time and space before reappearing as a relative (a fan theory, with enough evidence to make it possibly canon). The cast of the original series only make a few appearances, and are never important to the plot. Seina is &amp;quot;cursed&amp;quot; with extreme bad luck like a reverse Mihoshi, and accidentally fills out a form sent by the Galaxy Police who were looking to recruit Tenchi into their ranks resulting in him becoming the captain of his own cruiser with his bad luck making him encounter pirates and mobsters often, until he is one of the best officers in Galaxy Police history. Like his cousin, Seina marries each of the women who are interested in him and in tie-in comics made by Kajishima his children are raised alongside Tenchi&#039;s. &lt;br /&gt;
* &#039;&#039;Ai Tenchi Muyo!&#039;&#039; is the newest Tenchi series, released for television to celebrate the 20th anniversary of Tenchi Muyo and ran from October 6, 2014 to December 26, 2014. The series was sponsored by the city of Takahashi, Okayama in order to promote tourism and is the Tenchi Muyo version of the Japanese fairy tale &amp;quot;Momotaro&amp;quot;, which also known as Peach Boy when translated (plotwise it mixes elements of Thumbelina and Superman, with an old couple praying for a child being granted one born out of a peach who goes on adventures with his animal friends). &#039;&#039;Ai Tenchi Muyo!&#039;&#039; consists of 50 four-minute episodes (with 30 seconds of credits), with 10 that are simply recaps of the events until that point. The series is loosely canon with the OVA series, after the events of the third season. The plot begins when Washu accidentally brings down a celestial entity named Momoka to Earth, where she becomes class president of an all-girls high school. This sets the world in Chaos as the school is something of a nexus for women of various backgrounds and powers (like Tenchi, as a building) which forces Tenchi to go undercover as a teachers assistant to figure out the situation. Despite being extremely powerful, Tenchi spends the series hiding his powers and generally suffering a fair amount of abuse to keep his identity secret. The main character is actually Momoka herself rather than Tenchi, and although several of the girls at the school develop crushes on him none are portrayed as actual romantic interests. Momoka spends the series treasure-hunting with her three friends, who have personalities similar to a a dog, a monkey, and a pheasant (like the original Momotaro story) and fighting against the science club, who like to experiment with demons and magic (in reality, something closer to human Jurai powers). At the end, several suggestions are made that Earth has begun establishing contact with the rest of the universe (including Sasami donning sunglasses and using a neuralizer straight out of Men In Black). &lt;br /&gt;
* &#039;&#039;No Need For Tenchi&#039;&#039; is the series of comics written by Kajishima that ran for twelve volumes from December 16, 1994 to June 9, 2000, with another series called &#039;&#039;The All-New Tenchi Muyo!&#039;&#039; that consisted of ten volumes from July 26, 2000 to December 9, 2005 which was merely a continuation under a new name. Although technically canon to the OVA with it continuing where the series left off at the end of the second &amp;quot;season&amp;quot; and referencing events from it, their actual hard canonicity is dubious in the eyes of some fans as characters break the 4th wall quite often, so many consider it another offshot. Washu will sometimes explain to the audience directly any background knowledge required from the series, at one point Mihoshi states that the fact a planet of people who look similar to her are one shade of printing grayscale darker in skin tone than her are thus are a totally different species, and Tenchi directly interacts with Kajishima and the artists at several points in attempts to make his life easier. The comic also had shorter, one page comics at the end of certain chapters which are more humorous like Tenchi lamenting being the single least popular character in the show after a survey, although many of these dropped hints at future works (such as &amp;quot;Tenchi&#039;s daughter&amp;quot; Mayuka appearing). Furthermore canon lines are blurred, with Kiyone from the Universe canon appearing at several points in unimportant roles and being referenced by Mihoshi trying to recall is she has a partner or not, and Sasami turning into a Magical Girl or debating internally whether to do it occurring at several points. The comic also became slightly more sexual at times, with Ayeka donning a dominatrix outfit to extract information through torture and almost kill her victim in her enthusiasm in one story (all to the abject horror of Sasami), and Ryoko making implying she was masturbating up in the rafters of the living room and does so somewhat frequently in another story. Many of the plots of this series would be recycled elsewhere in the other Tenchi series such as Universe. &lt;br /&gt;
* &#039;&#039;Tenchi Universe&#039;&#039;, the first series with its own continuity, ran from  April 2, 1995 to September 24, 1995. Viewers of Tenchi reruns, or viewers in other countries watching translations, often confuse this series with the OVA as they are usually run back to back, causing some confusion at the sudden differences in the same cartoon (think &#039;&#039;Ben 10&#039;&#039;). The power levels for this series were dropped, character personalities became much more extreme (Washu became more Hubert Farnsworth, Mihoshi became irredeemably idiotic with little positive traits, and so on) and a few characters were added. The series was much more television-friendly as well with a tie-in soundtrack where characters sing their theme songs, and no nudity with the sexual humor toned down in favor of more fights between the women. A major feature of Universe is there is no incest in the backstories of the characters, nor any cosmic gods. Only Tenchi and Ayeka are related, and only distantly. Washu was simply being a scientist Ryoko (space pirate warlord in the present tense) hired for a heist, Ryoko is an orphan who met Ayeka at several points in their young lives with each encounter making them hate each other more and more, Mihoshi has no backstory. Noike does not exist in the Universe universe. Azaka and Kamidake are actually the spirits of ancient Jurai warriors sworn to protect the royal family, rather than being magic robots made of carved wood. Kagato is the main villain of the series, the brother of Yosho who became obsessed with power and eventually tried to take the crown of Jurai by force. Ryoko has a rival who appears similar to her, a bounty hunter named Nagi who has a male cabbit named Ken-Ohki. Ryo-Ohki does not transform into a humanoid in this canon, instead romancing Ken-Ohki. Repeatedly over the course of the series, the women try to leave the household (with either the destruction of their ships, or their affection for Tenchi holding them back). Ryoko appears to die in the final episode, although at the end she returns to Earth alive with the other women also returning not long after. In this continuity Tenchi is monogamous, and was confirmed by Kajishima to end up with Ryoko ultimately (heavily suggested by the first Tenchi movie as well). Universe also features the only girl not romantically interested in Tenchi, Mihoshi&#039;s partner in the Galaxy Police named Kiyone (with Tenchi&#039;s mother being called Achika in the Universe canon). Universe also had a comic series, which adds more stories to the series rather than continuing the plot.&lt;br /&gt;
* &#039;&#039;Tenchi the Movie: Tenchi Muyo in Love&#039;&#039; is the first movie, canon to the Universe series and released on April 20, 1996. A powerful cosmic entity named Kain kills Tenchi&#039;s mother Achika on the day she and his father fell in love, and destroys the Galaxy Police in the past in order to eliminate the entire cast as the beings who will defeat him, which causes the current timeline to flicker; Washu managed to remove them from the constraints of time (barring Tenchi not being able to meet his parents, because paradox) so they can continue to exist, and travel back in time to stop him. The ensuing actions of the cast returns them to the main timeline, which is then revealed to have always happened that as Achika using her Jurai powers in a massive way without training is actually what caused her to die young in the first place. &lt;br /&gt;
* &#039;&#039;Tenchi the Movie 2: The Daughter of Darkness&#039;&#039; is the second movie, released August 2, 1997. It borrows from both the OVA and Universe continuities and is set as a result in its own universe (which only worsened the confusion of viewers who wondered why some new character named Kiyone was mentioned as always having been Mihoshi&#039;s partner, or why Washu is referred to as Ryoko&#039;s mother despite actually being her partner as a space pirate). Yosho&#039;s childhood friend, a demon/fey being named Yuzuha, was slain by the royal guards without his knowledge which gave her a hatred of him. When she returned to the mortal plane, she found Yosho as an old man at Christmas time with Tenchi and his suitors. Wanting to get in on the celebration and cause mischief at the same time, she created a woman from a lock of Tenchi&#039;s hair designed to be a mix between Ryoko and Ayeka (demonic/cosmic, with Juraian powers) named Mayuka. Mayuka claimed to be Tenchi&#039;s daughter with very few other memories, and in a fight between her and Ryoko (who called bullshit on the story and attacked) Mayuka manifested what appeared to be Lighthawk Wings. Washu later confirmed she genetically was a relative. The cast then believed she was from the future and had amnesia, trying to pry information from her on who Tenchi will eventually end up with while Yuzuha controlled the unwitting Mayuka to wreak havoc in the household and to bring Tenchi to her. Losing her patience after several failed kidnapping attempts, she instead took Sasami and lured the family to the underworld where their powers either did not work or were diminished. There Mayuka, her mind almost completely erased, attacked them in the form of a giant monster which was killed and resurrected as a bigger monster after an emotional appeal from Sasami makes her hesitate. After defeating Yuzuha and [[Castlevania|trapping her in the underworld for another 700 years]], they took a red crystal that contained Mayuka&#039;s soul back to the household where Washu resurrected it using a process similar to the one that created Ryoko, and in a rare show of sentimentalism towards someone not Tenchi Ryoko behaved as an older sister to Mayuka who was seen as a toddler at the next Christmas. &lt;br /&gt;
* &#039;&#039;Tenchi Forever! The Movie&#039;&#039; (also known as &#039;&#039;Tenchi Muyo in Love 2 - Distant Memories&#039;&#039;, making two #2 movies) was the last 90&#039;s Tenchi work, airing on April 24, 1999. Although canon to Tenchi Universe, the movie was extremely sexual and slightly dark making it even further on the rating scale than the original OVA was. The story begins when Tenchi has a dream in which he is much older, is an artist, and is in a longterm relationship with a woman named Haruna, and believes the Universe canon life was the real dream. In reality, Tenchi had suddenly disappeared and for six months the cast searched desperately for him and began to break apart and go their separate ways. Ryoko and Ayeka moved to Tokyo to look for him, falling back on minimum wage jobs to survive and taking turns consoling each other or lashing out to deal emotionally while Washu buried herself in study, Mihoshi and Kiyone returned to space, and Sasami returned to Jurai. Meanwhile, Tenchi&#039;s mind had begun to unwravel as his two sets of memories conflicted, while Haruna received visions of Tenchi&#039;s other family until the pair decided to finally get engaged in order shake off their woes. Ryoko and Ayeka one night saw Tenchi with a mysterious woman in the diner where they were working before the two suddenly vanish into thin air, with Washu then realizing Tenchi had fallen into a parallel dimension. In their own universe, Haruna was an old love of Yosho&#039;s from Jurai who died when he followed Kagato to Earth and was buried at the shrine, and her spirit had lingered and created a separate universe where she could be happy without realizing what she was doing or that she was dead. The women used a portal from Haruna&#039;s grave to reach the other universe, although a highly confused Tenchi angrily banished them back to their own universe. The shock sent Tenchi&#039;s soul into turmoil, which caused the idealized world to begin to fail to logic (the young couple suddenly having no money because neither were employed, the beautiful days turning stormy and cold as summer gave way to winter, and the new and fresh city started to fall into disrepair). As a final measure to save his grandson, Katsuhito destroyed the tree growing from Haruna&#039;s grave and communed with her in an exorcism. She realized the truth, that she was dead and only living the life she wanted with him and causing Tenchi suffering to do so. Her spirit passed on although Tenchi was left in a collapsing world. Washu created a one-person portal for a rescue attempt, with Ayeka conceding to Ryoko that she was the person with the best chance at rescue. Tenchi&#039;s memories of the false world faded when Ryoko took his hand, although upon return he continued drawing and grew far closer to Ryoko with the final scene in the movie being the same as Tenchi&#039;s parents shown in love in the first Tenchi movie. In a comic tie-in, Sasami was shown to be instrumental to Washu&#039;s sudden realization of what was happening as she communed with Jurai royal trees to see both alternate universes and even parallel timelines (one is featured in particular which appears to resemble the OVA universe, where Sasami holds her newborn daughter from Tenchi which interestingly suggests either that Kami Tenchi (the OVA God) created parallel universes the Choushin were unaware of or that something exists above Kami Tenchi). &lt;br /&gt;
* &#039;&#039;Tenchi in Tokyo&#039;&#039;, the second series with its own canon, ran from April 1, 1997 to December 23, 1997. In this series the sexuality and humor is scaled back even further to appeal more to a broader audience. Gags are more reminiscent of Saturday morning cartoons, and almost all backstory is unmentioned with what little there is being Universe canon. The series begins with Tenchi having to leave for Tokyo to get an apprenticeship with a monk so he can replace the aging Katsuhito as the priest of the shrine, with the women remaining in the Masaki house although controlling a portal directly to his apartment which can be shut off on his end by blocking it. He meets a new woman named Sakuya Kumashiro, who he slowly falls in love with due to her amazing good looks, intelligence, and overall good nature without any of the bad tendencies of the others. The romance drives the women at the Masaki household apart slowly, and any attempts by the cast to discover more information about Sakuya or break up the relationship are derailed by mysterious spirit beings (each of whom die during the run). By the end of the series Ayeka had gone somewhat mad and turned the Masaki house into a deathtrap causing Nobuyuki to sleep in the woods, Washu to completely isolate herself in her laboratory, Mihoshi back into space, and Ryoko driven the furthest away when after seeing Tenchi kiss Sakuya she immediately returned to the space pirate empire she had built and after a misunderstanding thought that Mihoshi had attempted to use their friendship to arrest her had attempted a suicidal robbery of Jurai&#039;s treasury. Tenchi eventually realized that the situation had driven his new family apart (after a burst of rage caused by one of the spirits to drive him to almost strike Washu for telling him the truth about what had been going on). Sakuya herself realized she was not a real person but merely the mental creation of a godlike child named Yugi who had been sealed away by ancient Juraians due to her immense power until she grew to control them, no different from the spirits who had repeatedly tried to kill or drive away the cast. After Tenchi refused to fight Yugi and hugged her instead, she willingly returned to her hibernation, now in love with him and set to eventually become the woman Sakuya was created to be (so basically OVA Sasami). No resolution is given on the romantic plot in this series, although Tenchi is far more resistant to their affection and even often irritated by their advances rather than flustered or confused like the OVA version.&lt;br /&gt;
*  &#039;&#039;Magical Girl Pretty Sammy&#039;&#039; is a short series running from March 24, 1995 to August 24, 1997, which had dedicated comic tie-ins as well as shorts in comics from the OVA or Universe timelines. The story began in an audio story canon to the OVA universe where the cast accidentally damage a device of Washu&#039;s creating multiple side universes like a Chicago gangster version Tenchi Muyo and a sports drama Tenchi Muyo, with the Magical Girl setting as the last one before they restore their own universe to its proper state. The story was later remade as an episode of Universe. It later became its own OVA series, mostly just a giant parody of Magical Girl anime that was played straight later on. Sasami is more or less Sailor Moon, empowered by a distant magical queen named Tsunami of the land of Juraihelm and Ryo-Ohki is Sasami&#039;s token magical talking animal sidekick. Tsunami&#039;s rival for the throne Ramia created her own Magical Girl, Pixy Misa, out of Sasami&#039;s best friend. No backstories are canon from any other universe, with the entire cast being the same basic character personalities but as ordinary humans. Tenchi is a character and a friend of Sasami&#039;s, although nobody is romantically interested in him. Instead, one episode and several comics imply that Ryoko and Ayeka are secretly lesbian lovers who&#039;s rivalry is an act to throw off suspicion of their teenage homosexuality, which a lot of fans suspected about them in other continuities. Upon being magically forced by Sasami to &amp;quot;become friends&amp;quot; after she misinterpreted their relationship as actual hatred, the two passionately kissed in front of their entire school. Washu and Mihoshi were teachers in the series.&lt;br /&gt;
* &#039;&#039;Magical Project S&#039;&#039; or &#039;&#039;Magical Girl Pretty Sammy TV&#039;&#039; is a continuation of &#039;&#039;Magical Girl Pretty Sammy&#039;&#039;, and ran from October 4, 1996 to March 28, 1997. Rather than being a parody, the story was played straight and most of the Tenchi cast only had minor appearances. &lt;br /&gt;
* &#039;&#039;Sasami: Magical Girls Club&#039;&#039; is its own universe, and features a team instead of Sasami as the solo lead. It ran from April 13, 2006 to December 29, 2006. Less of the usual Tenchi cast is present in this series with Tenchi, Ryoko, and Ayeka only having minor roles as schoolkids. Sasami was born as a special type of human with magical powers although her parents forbade her from using them. One day a new teacher named Washu arrived to the school with her pet...something Ryo-Ohki, and took several girls including Sasami with magical powers into a magical world to learn how to be witches. The Chief Sorceress wanted to use them to take over the human world, which she saw as having become corrupt and evil. They eventually proved her wrong using the power of friendship and (platonic) love. Mihoshi is their air-headed human teacher, who is easy to confuse and accepts explanations of how five of her students are never actually in class without fuss. &lt;br /&gt;
* &#039;&#039;Dual! Parallel Trouble Adventure&#039;&#039; is a series within its own continuity, described as an alternate universe to the OVA series, that ran from April 8, 1999 to July 1, 1999 with thirteen episodes and one special. Kazuki Yotsuga, a geeky high school student, is thrown back and forth between two universes; one where his construction worker father discovered alien artifacts leading to a sudden boom in Earth&#039;s technology including robots and spaceships, and his own where his dad accidentally destroyed it without ever seeing what it was. He attracted multiple women from both universes, and at the end of the series the two merge into one universe where all the girls are in love with him. No classic Tenchi Muyo characters appear in the series, although some are visually similar to others from every other Tenchi continuity. &lt;br /&gt;
* &#039;&#039;Tenchi Muyo! Game Hen&#039;&#039; (or Tenchi Muyo RPG) was a Super Famicom (Japanese version of the Super Nintendo Entertainment System) game which was released on October 27, 1995 and was never released in the western world. It played as a turn-based tactics game. In it, a small girl named Mizuki kidnaps Sasami and releases robots and monsters all over the Masaki Shrine and household. She states that she will return Sasami if they can physically harm her, although once they do she gives them the coordinates to a planet for a rematch and disappears. Washu was unable to be found by the cast, and Mizuki references testing their strengths. The game plot was written by Kajishima and is thus canon, but it was never given resolution or mentioned again as it was the only Tenchi Muyo video game ever made and what universe it fits into is not clear (most likely OVA as Kiyone is not in the game).&lt;br /&gt;
* Kajishima released several minor series as dojinshi (short comic runs sold by creators, often pornographic or parodies but sometimes are an original work that serve as something of a resume which if popular they hope will be picked up as a licensed distributor) including the &#039;&#039;Tenchi: If&#039;&#039; series. Almost all are canon to the OVA or GPX, and focus on giving resolution to the plots of the romantic interests with special focus on the pregnancies of the cast and the lives of their children. One particular idea seen in several works is one of Tenchi&#039;s sons somehow restoring life to Misaki Jurai (the mother to all humans in the OVA continuity, who died and became a ghost on the moon before human history began) and marrying her to become space archaeologists at Washu&#039;s request. Kajishima has said he will one day tell that story, either through a series of official work or through his dojinshi. &lt;br /&gt;
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Furthermore, Tenchi Muyo is technically canon within the DC comics multiverse despite never having actually been in DC comics. The Sandman series of stories from Vertigo (DCs old &amp;quot;adults-only&amp;quot; publisher, which no longer exists as DC no longer feels the need to keep sex and violence out of their main comics) created by Neil Gaiman go at length on how everything that ever happened, including every myth and story ever told, really did happen in a sense and nothing is actually more real than anything else (for example, all cats in our own reality (or one like it) dream of being giants who chase adult humans and there&#039;s very little keeping that version of reality from suddenly becoming true, and in another story the titular Sandman is offered a crystal globe that he takes a great interest in which was created to contain all superhero universes). Sandman is canon to DC due to DC&#039;s continuity snarl where anything popular that sells must be canon; Death has appeared at a wedding to give a gift and her congratulations before vanishing, Dream told one of the Green Lanterns he would be the greatest man to ever hold the title despite many prophesies saying otherwise, and Despair convinced the sun of Krypton to destroy the planet by accident as a sign of love for it thinking that the last son of Krypton would be a being of misery.&lt;br /&gt;
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In the DC event &#039;&#039;Kingdom Come&#039;&#039; the logo for Tenchi Muyo is spray-painted graffiti on a wall. By Sandman rules, which is also DC rules, that means somewhere in the DC multiverse all Tenchi Muyo continuities lie (although it gets more complicated when you consider how Superman has crossed over with many characters like Predator and even visited our own universe, and infinitely moreso with DC and Marvel having crossed over from time to time and that both have implied the rival company is simply another cluster of universes in their own universe). &lt;br /&gt;
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Tenchi In Gotham/Tenchi: Agent Of Shield when?&lt;br /&gt;
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==Story==&lt;br /&gt;
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The Tenchi Muyo tabletop game relies mostly on the canon for the OVA, although references are made to Tenchi Universe. The OVA canon will be relayed here, although players are obviously more than able to pull from any Tenchi universe they want. &lt;br /&gt;
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:&#039;&#039;&#039;Choushin&#039;&#039;&#039;&lt;br /&gt;
In the beginning, there was three god entities called the Choushin. They were called Tsunami, Washu, and Tokimi. They wielded supreme power as far as they knew, and created the multiverse (within the same OVA reality, not the multiverse as in &amp;quot;all Tenchi Muyo works&amp;quot; which are standalone and don&#039;t have anywhere near this level of development) made up of 22 different dimensions, with subordinate beings that watched over them, then set it all in harmony with itself. &lt;br /&gt;
What the sisters did during the time before the four dimensions of our reality began isn&#039;t known (or likely understandable by us), other than at one point they realized there was a being above themselves which they called the &amp;quot;Kami&amp;quot; which had created them. Since the being was as far beyond them as mortals are to the Choushin they had no means of approaching it or understanding it. Unable to progress further in understanding the Kami through harmony, each of the Choushin then attempted to discover more about the being by creating chaos (not THAT [[Chaos]]) in the multiverse in a different way. Tsunami and Washu chose to focus on the third dimension, while Tokimi remained a multi-dimensional being. &lt;br /&gt;
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:&#039;&#039;&#039;Tsunami&#039;&#039;&#039;&lt;br /&gt;
Tsunami created life by seeding a planet that would later be called Jurai with her own life force and most of her divinity, then created a giant tree called Tenju and collapsed in it&#039;s branches exhausted. In time the first &amp;quot;humans&amp;quot; which called themselves Juraians evolved, and one day a Juraian man found her by climbing Tenju while looking for his sister Masaki after an argument between them. Despite him being a former pirate and a general scoundrel, Tsunami recognized greatness in him and believed that one day the Kami would be born in mortal form as one of his descendants. She then reformed her body into a tree and gave him her seeds to grow what she called the &amp;quot;Royal Trees of the Imperial Family&amp;quot; for his people to use for all things. She also blessed him and his family with the ability to call on her divine power, which manifests in energy called &amp;quot;Light Hawk Wings&amp;quot; that are so powerful the third dimension can only have ten active at one time before it will collapse on itself. Tenju grew to become the palace and in time capital city of the planet Jurai. &lt;br /&gt;
Thus satisfied Tsunami grew her roots deep and became known as Tsunami-no-ki (which, for clarification, is a magic tree that sometimes granted visions to members of the royal family) and waited for the day when she would merge with one of the man&#039;s descendants and find the Kami as her distant relative. The firstborn trees surrounded her in the royal arboretum and each, like herself, had the power to merge with descendants of the man who had found her which would become a ritual for nobility to be recognized by the court of Jurai. He became the First Emperor of Jurai, although he did not want the power and instead planned to crown his sister Masaki instead. Masaki knew his plans and instead took one of the Royal Trees that had grown on a ship and flew it into space (becoming the first mortal being ever to invent space-travel). She crossed the stars until she found a place to settle and enjoy the solitude, which she then (MANY years later) established officially as a colony of Jurai called Earth. She had children with the few brave colonists who answered her call and became what we know as the Mitochondrial Eve. At some point she attempted to leave the planet and crashed her ship into the moon, and although she died her soul remained and haunted it&#039;s surface where she watched over mankind.&lt;br /&gt;
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Juraians, the purest form of sapient life, are very long-lived and their genetics are strong enough to resist almost all disease or mutation...as well as be able to fuck their half siblings without hemophilia or webbed toes appearing in the family tree (no pun intended). Humans on the other hand suffered greatly from lack of contact with Tsunami, and we became weak and short-lived. Earth was forgotten by the Juraian people as soon as contact with the colonists was lost, and the Terran Juraians had to relearn and rebuild. It&#039;s been said some of Earth&#039;s governments are in contact with Jurai although how, when this occurred, and how Earth is perceived in the galactic community (other than being sneered at by many Juraians) is unknown. &lt;br /&gt;
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:&#039;&#039;&#039;Tokimi&#039;&#039;&#039;&lt;br /&gt;
Tokimi influenced the universe in subtle ways, shifting galaxies, causing energy to pool or dwindle, and otherwise mucked up and sabotaged the peace she and her sisters had created. Although much of the results of her actions can be characterized as &amp;quot;evil&amp;quot;, she did not do so out of malice. Her perspective was that of a classical polytheistic god where the concept of mortal suffering is beyond her understanding or awareness. She simply wanted to bend the fabric of reality, shake it up, and see if there was light shining through from behind more or less. For much of the history of...everything, Tokimi continued this and watched with disinterest as each new thing that appeared followed the same formula (usually just madmen and dictators, blackholes and supernovas, and the like). More and more she wondered about her sisters as they had changed beyond recognition to her, and as time went on she became more and more interested in reuniting with them to hear what they had learned (which happens during the OVA, after which she becomes a much more benevolent being). &lt;br /&gt;
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:&#039;&#039;&#039;Washu Hakubi&#039;&#039;&#039;&lt;br /&gt;
Washu believed that it was not beyond the ability of the Choushin to understand the Kami, but that they had become too set in their way of thinking through their otherwise omniscient power and knowledge they would never discover the means. Washu chose to seal away most of her divine power and knowledge in three magic gems. She floated through the cosmos still possessing a degree of godlike intelligence as a giant woman the size of a large planet trying to find some inspiration for new perspective somewhere. Early Juraians, not knowing what to make of her since their mythology only included a Juraian-sized woman who became a tree, attacked and sealed her within a planet-sized research facility. There they managed to convert the three gems into living children through experimentation, and after one fell in love with a young man at the facility the others fought her in a massively destructive battle. Tsunami, partially awakened by the destruction they caused, sent a shock that killed all three beings before returning to hibernation. After the facility was abandoned and deteriorated for 100,000,000 years, Washu was able to break free and reclaim her gems. &lt;br /&gt;
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Washu believed the failure of her experiment was the result of the only partial surrender of her divinity. This time Washu sealed away all of her knowledge and power other than her immortality within the gems and reverted her body to that of a three year old which was teleported a Juraian monastery planet called Kanemitsu. &lt;br /&gt;
Not knowing her origins, and not quite caring either, Washu grew up as an assumed orphan of Juraian descent and took the surname Hakubi, and after becoming interested in science during her mortal childhood set out to become the greatest mind that the universe had ever known. She began her research on life (not knowing it was her sister&#039;s power she was learning about) and on her own gems at a nearby academy where she met a fellow student named Naja Akara. They developed artificial methods of creating life, from constructs to AI that ran on divine energy and had limitless form. In time she and Naja became members of the faculty and peacefully seceded the academy planet from Jurai control, keeping it as a neutral entity between Jurai and the other governments of the universe which had removed themselves from the Jurai Empire in rebellions. &lt;br /&gt;
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Some time after this event, Washu met and fell in love with a man who claimed to be called Mikamo Niwase, who in reality was heir to the second most powerful royal line in the universe after the Juraian Emperors, Mikamo Kuramitsu. Kuramitsus were dark-skinned and light-haired (yep, a ganguro race), and their people were militaristic and isolationist. Not long after Washu gave birth to a son named Mikumo, the Kuramitsu Emperor who had pushed for opening their civilization to the others died and Mikamo&#039;s father, upon taking the throne, immediately closed their territory to all outsiders and ordered all Kuramitsu people to return to their homelands. Washu, thought to be merely a Juraian peasant orphan, was left alone as Mikamo suddenly revealed his true identity and took their son to the Kuramitsu homeworld. Enraged, Washu spent years gaining entry to the royal palace to steal her son back, although upon seeing him having grown to an adolescent age without knowing her the desire to take him from the only home he&#039;d ever known died. She left her son, who would one day marry the daughter of his father&#039;s Kuramitsu wife. Many generations later the Kuramitsu people would make peace with the rest of the universe and form what is essentially the galactic United Nations, with the former Kuramitsu military becoming the police of the universe (called the Galaxy Police). &lt;br /&gt;
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Washu&#039;s sanity began to slip after this, and she reshaped her body into that of a very young girl while retaining the ability to take on adult form if needed. This kept all connection with others on terms she could dictate fully while keeping future suitors from trying to seek a relationship with her. &lt;br /&gt;
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:&#039;&#039;&#039;Kagato&#039;&#039;&#039;&lt;br /&gt;
Naja attempted to steer Washu in a more constructive direction and their attempts to create new lifeforms focused on humanoids. They succeeded in creating two beings grown from single cells of Mass, a mysterious aquatic lifeform that they had discovered. Mass were made of base elements and could take a variety of shapes for self-defense. The experiments grew into the bodies of humanoid infants, although both exploded before &amp;quot;birth&amp;quot; creating permanent craters on the academy planet (needless to say this didn&#039;t help Washu&#039;s mental state). &lt;br /&gt;
At this point, after 15,000 years of friendship, Naja was said to have been killed (although no body was found) by space pirates while trying to evacuate the facility they were raiding. &lt;br /&gt;
Washu, inexperienced with grief, attempted to clone Naja and accelerate the clone&#039;s development, then installed memories from Naja in it. Washu then encouraged the clone to continue working on the project that she and Naja had been working on; creating new lifeforms that could harness the powers of Washu&#039;s mysterious gems out of Mass. The clone was careless however and accidentally came into contact with a male humanoid body that the pair were attempting to shape the Mass into. The clone of Naja and the male body merged, and the resulting being called itself Kagato and was possessed with fantastic power and perception somewhat on par with a demigod. The remains of the female body reformed into a small girl, which Kagato sealed away as it disgusted him. The girl would later be known as Noike, and thanks to a rip in space and time would escape her prison in the far future. &lt;br /&gt;
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:&#039;&#039;&#039;Ryoko Hakubi&#039;&#039;&#039;&lt;br /&gt;
Now mourning the loss of her friend, the reconstructed version of her friend, and her son and husband, Washu became cold and cruel with Kagato&#039;s personality taking after this state as well. The two openly made games of attempting to kill each other, and while Kagato devoted his time to studying the gems Washu&#039;s research into creating life took on a new meaning; replacement. In time, she used one of her own egg cells and inserted it into fragments of Mass then utilized energy channeled through her gems to shock it into a new state. The Mass developed into a fetus, which grew and took the shape of a girl. Washu also managed to shape additional Mass into a creature that could fold itself into raw potential and shapeshift, with it&#039;s active form being an EXTREMELY powerful spaceship while also having a neutral form resembling a small animal (yes, Washu made a housepet that can turn into a fucking battleship). The knowledge gained from the animal/ship was applied towards the creation of a massive cruiser called the Soja, which served no purpose other than to be another amusing doomsday device in Washu&#039;s collection. &lt;br /&gt;
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Although finally with her own child, Washu was no longer capable of being a loving mother. The Mass girl, named Ryoko, was subjected to a life of cruel and painful experimentation without any form of social contact at all. Ryoko only knew Washu as a mysterious bringer of pain and as a bizarre godlike being (ironically enough), without any motive or sympathy. The small animal/ship, called Ryo-Ohki, was telepathically bound to Ryoko as an experiment and Ryoko took advantage of this to escape with Washu&#039;s gems. Ryoko became the biggest pirate in universal history, feared everywhere. Washu, no longer interested in the project, continued on with her research using data obtained from Ryoko. &lt;br /&gt;
However, Kagato had begun to suspect the powers of Washu and Tsunami, and he sealed away Washu within a pocket dimension on Soja. He then took credit for her life&#039;s work, and [[Grimdark|turned the academy into his personal laboratory where he studied the nature of life and the divine]]. After realizing that he needed to study the secrets of the Jurai royal family, he captured Ryoko and used Washu&#039;s gems (at this point more a part of Ryoko&#039;s life force than simply power-boosting magical talismans) to control her. He used Ryoko as a living weapon for 5,000 years, wiping out entire chunks of the universe in pursuit of artifacts to aid in attempts to uncover the location of Tsunami. &lt;br /&gt;
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:&#039;&#039;&#039;Azusa Masaki Jurai&#039;&#039;&#039;&lt;br /&gt;
Here, the story branches back to Jurai. &lt;br /&gt;
A young woman named Amame Yotsuga of House Masaki, a prominent noble family of Jurai, fell in love with a young Galaxy Police officer named Kazuki Yotsuga after helping him defeat a gang of thugs intent on beating him to death after he rescued a young woman from several of its drunken members (in that era part of the Galaxy Police graduation ceremony was to do something similar in a staged event, but this turned out to be quite real). She trained him in the Juraian royal fighting style to aid him in his line of work as he had told her he was not fond of guns (something she found endearing), and wound up falling in love with him. The only way for a member of the nobility of Jurai to marry below their station was to plant the tree bound to them from their personal ship in non-Juraian soil which forever rendered it&#039;s connection to Tsunami dead, and after doing this she and her new husband left for a new Juraian colony where they had a child named Azusa. Meanwhile the political situation on Jurai was heating up; the Emperor&#039;s adopted daughter Seto Kamiki Jurai, the last survivor of a colony destroyed by space pirates (where does that sound familiar? Beyond vidya references however, it&#039;s been implied by the author in various places that Seto was an amnesiac Naja who survived the space pirate attack) was pulling the strings of the entire civilization. Seto had wielded the power of the court for many years, obliterating space pirates with the Juraian military and controlling the families and marriages of every noble on Jurai one way or another, sometimes intentionally creating [[A Song of Ice and Fire|chaos]] for mere amusement. &lt;br /&gt;
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Seto reached out to Amame, simply informing her that House Masaki lacked leadership and the boy should be groomed to take on the role of its patriarch. Although initially unwilling, Seto had manipulated him into trusting her by patiently becoming a resident of the household and a motherly figure towards him, and after space pirates attacked the colony the powers granted by Tsunami&#039;s blessing of his royal lineage enabled him to fend off a small attacking group which gave him the desire to defend the innocent of the universe. He was schooled on Jurai by Seto in every way, and her manipulation was so perfect that even him running away to play rather than learn to dance was another test and lesson. In time, House Masaki was restored and Azusa was among the nobleman who were candidates for Emperor. While Azusa roamed the universe, Seto manipulated his journey so that particularly nasty space pirates were continually in his path to give him a hatred of their ways. At one point, Kagato attacked his ship and used Ryoko to counter its Light Hawk Wings defenses. The energies unleashed in the engagement almost tore a rift in reality until Tsunami&#039;s spirit stirred and broke up the fight, causing the wounded Azusa to land on the nearby planet Earth (which was still in a primitive state of mankind&#039;s development). A young woman from pre-feudal Japan named Funaho nursed him back to health and he fell in love with her, defeating a band of space pirates planning on using Earth as a base before returning to Jurai with her. He met the ghost of Misaki on the moon on the way back although he did not recognize who she was. Upon returning, he found that the current Emperor had died of old age with no legitimate heir and the election cycle for the next Emperor had begun. &lt;br /&gt;
&lt;br /&gt;
Through Seto&#039;s manipulations, Azusa should have been a sure win although when he introduced what was essentially a neanderthal woman from a planet with no civilized life (as far as Juraians were concerned) her plan began to fall apart. However, Azusa brought Funaho to the place where Juraians are bound to Tsunami&#039;s tree descendants to extend their lives and become their future personal ship against all logic (as they only bond to Juraian nobility) in hopes of giving her a Juraian lifespan. When a tree, furthermore a second generation tree rather than one of the recent ones, chose her it was discovered that Earths Juraian-like inhabitants were the descendants of Masaki, which made Funaho (and indeed all of humanity) not only Juraian but of royal blood. With this legitimacy, Azusa was elected Emperor of Jurai and several years later Seto convinced him to take her young daughter Misaki as his second wife. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Yosho Masaki Jurai&#039;&#039;&#039;&lt;br /&gt;
Funaho would give birth to a boy named Yosho while Mitsuki had two daughters, Ayeka and Sasami. Funaho being human had made her something of a non-entity in the court and subject to much mockery when Azusa was not around, and Yosho grew up feeling ashamed of his blood while also protective of his family. Misaki on the other hand was very fond of both Funaho and Yosho, and saw him as her own son. Early in Yosho&#039;s puberty he had begun to form an attraction to this step-mother, and realizing the political danger of what could happen Seto convinced Asuza to send Yosho to the Galaxy Police Academy to learn discipline. &lt;br /&gt;
Here he became close friends with a woman named Airi who came from a planet called Airai which worshiped the Choishin and hated Juraians for keeping the connection of Tsunami (believed to be the singular supreme creator by Jurai) out of their hands. Airi became pregnant with Yosho&#039;s child, which she kept a secret due to the fact she would be forced to abort it by her family. She had it medically removed and kept in stasis so she could return home and renounce her claim to her planet&#039;s throne, then return and have it placed back within her to bring to term. Both she and the child she gave birth to became pawns of Seto, who manipulated them into positions of power within the Galaxy Police. &lt;br /&gt;
Yosho, unaware he had a daughter, had returned to Jurai where he was engaged to Ayeka through Seto&#039;s manipulations. Although he was fond of Ayeka he really did think of her as a sister (as we understand it, not as Juraians do) and not a potential partner, and like the other notable members of his family had no desires to lead their people or the Masaki house despite Seto grooming him as Azusa&#039;s heir. &lt;br /&gt;
&lt;br /&gt;
It was around this time that Kagato had become desperate for SOMETHING he could use to find the essence of Tsunami, and so he commanded Ryoko to rain destruction on the planet Jurai. In a massive bloodbath she killed much of it&#039;s population and destroyed both city and landscape alike. As the planet defenders rushed to their doom, the young Sasami had wandered into the room containing Tsunami-no-ki while trying to find her parents and fell to her death near its roots from a quake caused by an explosion outside. This awakened Tsunami, who&#039;s soul left the tree and entered into the body of the princess, reviving her. Their souls began a process of learning and growing with each other until she becomes a fully grown woman and the two souls will finish merging into one completely.&lt;br /&gt;
 &lt;br /&gt;
Yosho, both wanting to punish Ryoko for her attempted genocide (as the fact that Kagato was behind Ryoko&#039;s attacks was unknown) and to get away from his destiny, launched in pursuit of her. He engaged her repeatedly in battle and finally dueled her on Earth, where he defeated her and removed Washu&#039;s gems forcibly from her body. Ryoko was left in a state as close to death as can be imagined from their removal, although Yosho was unwilling to deal the finishing blow as at some point he had realized she was a victim rather than a monster. He inserted the gems into the object he used to form the energy of Tsunami&#039;s divinity as a weapon, a wooden sword hilt which he called the Tenchi-ken. During the battle he had rescued a woman named Kasumi, who was his cousin. &lt;br /&gt;
&lt;br /&gt;
He took on the name Katsuhito Masaki and became the local priest (possibly beginning the Shinto faith based on the truth of the universe), and used his position to fabricate a story that a nearby cave was home to an ancient and horrible demon that long ago a hero had defeated. In reality, he had left Ryoko naked and wearing a demon mask in a pool of water with his sword hilt (disguised by having a metal blade paced in it) in a chamber that only a Juraian of royal blood could open. Here she would remain alive, although she would waste away to a skeleton and be unable to harm anyone. Unbeknownst to him, Ryoko&#039;s growing madness in the claustrophobia of the cave while her body rotted down to bones severed her soul and freed her from Kagato&#039;s control, allowing her to wander as an astral being and observe the landscape further and further the longer she was trapped. After planting his royal tree at the shrine to renounce all claim to the throne of Jurai, he married Kasumi and had four children, one of them beginning a family line that would include a boy named Nobuyuki Masaki. After Kasumi died, Yosho married his first love Airi and had a daughter named Kiyone sometime in the 1700&#039;s (Earth years). Jurai would not hear of the Masaki family or Yosho for many years, each child taking on false identities when leaving Earth as adults. At some point during Kiyone&#039;s youthful adventures in space, she found an artificially created woman named Rea who was adopted into the family as a servant. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tenchi Masaki&#039;&#039;&#039;&lt;br /&gt;
Nobuyuki journeyed to become a member of the Galaxy Police where he was decorated, and eventually retired home where he married Kiyone and had a daughter named Tennyo. During the 1970&#039;s, Nobuyuki and Kiyone had a son named Tenchi (yep, we finally get to him). Due to their similar appearance and the fact both used illusions to keep humans from suspecting they were actually the same people surviving multiple generations of humans, both Tennyo and Kiyone would pretend to be each other and raise Tenchi without him ever knowing he had an older sister until much later in life. Neither were exceptionally kind to the young Tenchi, as both were addicted to practical jokes and while not neglectful were not emotionally supportive (drawing &amp;quot;I am stupid&amp;quot; on your 2 year old baby&#039;s face in marker and intentionally scaring him are not exactly marks of being a good parent). During this time, Ryoko&#039;s spirit had fixated on Tenchi. She observed his entire childhood, almost never leaving his side (as a spirit that is). Kiyone finally died at the (young, for a Juraian) age of 248 during Tenchi&#039;s childhood, and Tennyo immediately left Earth to maintain the facade of the family being humans. Rea stepped in and raised Tenchi as best he could before departing as well in his adolescence, and as an adult Tenchi wouldn&#039;t recall his actual mother but instead mixed Rea&#039;s mothering with his few memories of the appearance Kiyone/Tennyo (Tenchi would later discover the truth from Rea directly because after asking for more information about her, his father and grandfather told him horrifying stories leading up to how she seemed to die before at the end she would survive through her Juraian powers, all of which came from a script that she, Kiyone, and Tennyo had writen as part of her will many years before). In time, Nobuyuki would marry Rea as his second wife. &lt;br /&gt;
At some point Airi died, and Yosho/Katsuhito decided to stop prolonging his life and allow the Earth to take him through age rather than use his Juraian lifeline any longer. Although still using an illusion to appear as an old man (when in reality he barely looks out of his 20&#039;s), in time it would become reality. &lt;br /&gt;
&lt;br /&gt;
The OVA series begins with Tenchi Masaki being completely unaware of ANYTHING outside of what a normal human boy would know; he&#039;s an average high school student, his mother died while he was young, his father is an architect in Toyko that&#039;s especially fond of Pioneer brand electronics (the company that paid for the OVA to be produced, which got PLENTY of product placement in the series), and he works at his grandfather&#039;s shrine where the two practice sword-fighting a lot. &lt;br /&gt;
Throughout his life Tenchi was always FASCINATED by the cave that his grandfather had always told him held the corpse of the demon known as Ryoko. One day during a sparring match he managed to steal the key to Ryoko&#039;s tomb (in reality Yosho had allowed him to take it, thinking that Tenchi could calm Ryoko and that the event would be a good way to let him in on who he really is), and he immediately went and explored it. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Characters==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The characters most important in Tenchi canon. Once again, the OVA will take precedence here. As the tabletop Tenchi game encourages players to simply play as the main cast, most important ones are given stats. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Tenchi Masaki&#039;&#039;&#039;&lt;br /&gt;
The titular star of the series, Tenchi Masaki is the culmination of the Choushin&#039;s manipulations to engineer the birth of the ultimate higher-dimensional being. In essence, he is the living vessel of the entity that best suits the title of &amp;quot;God&amp;quot;. He is a human/Jurain/Airai mix, the result of several generations strengthened by notable amounts of inbreeding - his dad, Nobuyuki, is Tenchi&#039;s grandfather Yosho&#039;s descendant of an unknown number of generations by Yosho&#039;s human wife Kasumi, whilst his mom Kiyone was Yosho&#039;s youngest half-human daughter. &lt;br /&gt;
&lt;br /&gt;
Tenchi is a kind-hearted, good-natured, sweet-tempered and sincere sort of boy, with the right mixture of innocence, friendliness, chivalry, trust and understanding that causes him to draw women like a magnet draws iron filings. He is also very forgiving, being quick to befriend Ryoko despite believing her to be an evil being who tried to kill him and has shown much mercy on his villains (in Tenchi in Tokyo, he confronted Yugi with a light slap to end her monologue about death and destruction followed a hug despite everything she done including trying to kill most his friends). By the end of the series he becomes a living conscience to Ryoko by being one of the few individuals in her long life to see her as a woman rather than a weapon, experiment, or monster, and after taking a deal of abuse from Ayeka they form a relationship of equals without social expectations rather than peasant and princess. He allows Mihoshi to stay in his home despite her causing MASSIVE bills through constantly destroying the house, puts up with Washu&#039;s periodic kidnappings and experimentation, and despite being uncomfortable with the idea of a relationship with a small cat/rabbit animal with the mind of a child who can turn into a woman he humors her and in time reciprocates her feelings. &lt;br /&gt;
&lt;br /&gt;
Much of the series&#039; internal romantic conflict is born of the fact that all of the various love interests want him, but he sincerely wants to make them happy and not only has bonded to all of them, but he can&#039;t bear to hurt any by choosing one. Fortunately, as a Jurain royal-heir, polygamy is not only legal for him, but expected; once the ladies accept that they would rather share him than lose him, they all marry him and eventually bear his children. &lt;br /&gt;
&lt;br /&gt;
Tenchi appears to be an average-looking Japanese man in his late teens to early twenties, with a small frame but muscular from his years of martial arts training, his childhood spent outdoors on the Masaki Shrine grounds, and life working the fields of the self-sufficient shrine. His hair is black and short, with a rat-tail in the back. &lt;br /&gt;
&lt;br /&gt;
Because his mother Kiyone died while he was very young, his sister Tennyo left for space as a result, and his nurse Rea following suit as soon as he was an adolescent, Tenchi&#039;s formative years had very little female influence outside of visitors to his grandfather&#039;s shrine and the old woman who runs a hotsprings his family would take vacations to. As a result he tends to treat women like guests or family members, frustrating his father after the women start arriving in the Masaki house with Tenchi making no romantic passes at any of them. He also has difficulty understanding women, being confused at both ends of the spectrum by Ryoko&#039;s openness towards sexuality or nudity and well as her general non-feminine nature as well as Ayeka&#039;s behavior in regards to courtship and strict predetermined gender roles. Being a young man with no romantic experience, throughout the series he is highly nervous when situations like his father and grandfather peeping on the girls or the various methods of the women in his life courting him occur. He may have something of a minor emotional complex regarding his mother as when Washu (a woman who regularly makes romantic advances on him either in the interest of studying his sperm or in having a child) cared for his nephew he was visibly uncomfortable with her telling him the way she was holding the baby was the same way his mother held him, and showed a much more startled reaction to hearing Mihoshi bathing with said baby and saying &amp;quot;No, stop that, I can&#039;t make milk yet!&amp;quot; than Ryoko sticking her hand down his pants and fondling him in front of the entire rest of the household. Furthermore, he showed his rare genuine anger when he found out his mother was much less gentle and caring than he remembered her to be, with her actual care bordering somewhat on abuse. &lt;br /&gt;
&lt;br /&gt;
Tenchi is something of the only sane man of the crew, being the most level-headed and rational-thinking of them all. He often finds himself overwhelmed by the craziness his various love-interests get up to. When actual danger is present however, Tenchi becomes impatient and will act rather than plan in order to save the lives of others. &lt;br /&gt;
He is incredibly slow to anger, although once he&#039;s reached that state his innate Jurai powers manifest. Only with the use of his grandfather&#039;s Master Key (devices carved from the wood of Jurai trees that are bound to royal trees) which resembles a sword hilt, the Tenchi-ken (possibly his namesake), can he control them and reach his full potential early on in the series. &lt;br /&gt;
&lt;br /&gt;
After being nearly killed when his lower body was blown off by a laser destroying the ship Ryu-Oh he was in while attempting to rescue Ryoko from Kagato in the first season, Azaka and Kamidake placed him in a protective barrier that kept him alive long enough for Tsunami&#039;s spirit to contact him and heal his wounds. Only after that point was be able to access Jurai powers exceeding even his grandfather, gaining three lines on his forehead that glow blue when expending Jurai energy. Lighthawk Wings are a representation of Tsunami&#039;s power, and are virtually always only manifested by tree-ships made from Tsunami&#039;s firstborn trees in Jurai&#039;s fleet. Tenchi can manifest 3 after his first near-death experience around his body. To illustrate how impressive that is, any more than 10 Wings manifesting in the 3rd dimension would cause it to collapse in on itself (so even having a ship that can make 3 is a big deal, physically making 3 is unheard of). He also gained a silver ring he wears on the middle finger of his right hand where a Jurai battle suit emerges from (although he cannot remove it, as doing so simply activates it). After manifesting Lighthawk Wings the suit becomes much more elaborate, resembling Jurai royalty rather than soldiery. While the Wings are present he can use one of them as a sword of immense power. Some fans, and the writers of the RPG book, theorize it was actually Ayeka teaching him to control Ryu-Oh&#039;s Lighthawk Wings shortly before being cut in half that granted him the ability to use them rather than Tsunami&#039;s contact. &lt;br /&gt;
&lt;br /&gt;
Tenchi manifests as &amp;quot;god&amp;quot; when killed by Z in the third season, which almost destroyed all of reality. As his return to the divine had been forced unnaturally and (painfully) progressed through the dimensions that make up reality like Alice Liddell eating a mushroom and going through a house, it was impeded long enough for him to regain control of his godlike self through his mortal self&#039;s love of family. He proceeded to calm the mortal manifestation of the concept of destruction, the opposite to the Choushin, by kissing it and draining its power before the two vanished. He returned later in a resurrected mortal body. After this Tenchi is able to call upon much more Jurai power, manifesting 6 Lighthawk Wings rather than only 3. In the continued comics, Tenchi is considered a noble of Jurai despite not being from Jurai by birth, being of mixed blood outside Jurai citizens (including a people somewhat hostile to Jurai politically), and not being bonded to any Jurai tree-ship. It is possible his ability to manifest the Lighthawk Wings is considered an equivalent by the court or that Azusa made some form of proclamation. &lt;br /&gt;
&lt;br /&gt;
Due to Yosho telling Tenchi ghost stories as a youth, Tenchi is somewhat easily scared by the paranormal and has worse than average reaction to death and the idea of corpses. This quickly vanishes when seemingly any kind of explanation is offered, being paralyzed with fear by the idea of a ghost only to immediately relax when told it was only the soul of an ancient alien god of unknownable power possessing a little girl...&lt;br /&gt;
::&#039;&#039;&#039;Body&#039;&#039;&#039; 5 &#039;&#039;&#039;Mind&#039;&#039;&#039; 4 &#039;&#039;&#039;Soul&#039;&#039;&#039; 11&lt;br /&gt;
::&#039;&#039;&#039;HP&#039;&#039;&#039; 80 &#039;&#039;&#039;Energy Points&#039;&#039;&#039; 125 &#039;&#039;&#039;Attack Combat Value&#039;&#039;&#039; 8 &#039;&#039;&#039;Defense Combat Value&#039;&#039;&#039; 6 &#039;&#039;&#039;Total Character Points&#039;&#039;&#039; 55 &#039;&#039;&#039;Total Skill Points&#039;&#039;&#039; 40&lt;br /&gt;
::&#039;&#039;&#039;Attributes&#039;&#039;&#039; &lt;br /&gt;
::Combat Mastery L2, &lt;br /&gt;
::Divine Relationship L2, &lt;br /&gt;
::Energy Bonus L5, &lt;br /&gt;
::Highly Skilled L2, &lt;br /&gt;
::Item of Power (Master Key) L3, &lt;br /&gt;
::Jurai Power L5, &lt;br /&gt;
::Speed L1&lt;br /&gt;
::&#039;&#039;&#039;Jurai Power Sub-Attributes&#039;&#039;&#039; &lt;br /&gt;
::Battle Costume L1, &lt;br /&gt;
::Force Field (extendable)&lt;br /&gt;
::*Lighthawk Wings Shield, Stops 105 (Uses Energy 2x) L5&lt;br /&gt;
::*Energy Shield, Stops 75 (Uses Energy) L4&lt;br /&gt;
::Space Flight L2&lt;br /&gt;
::&#039;&#039;&#039;Special Attacks&#039;&#039;&#039;&lt;br /&gt;
::Lighthawk Sword, Damage 80 L6&lt;br /&gt;
::*Field-penetrating, No Rejuvenation, Contact, Uses Energy x2&lt;br /&gt;
::*Energy Sword, Damage 70 L5&lt;br /&gt;
::*Field-penetrating, Contact, Uses Energy&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
::Acrobatics (Balance) L2&lt;br /&gt;
::Gardening (Vegetable) L1&lt;br /&gt;
::Melee Attack (Sword) L2&lt;br /&gt;
::Melee Defense (Sword) L2&lt;br /&gt;
::Ranged Defense (Personal) L1&lt;br /&gt;
::Sleight of Hand (Pick Pocketing) L1&lt;br /&gt;
::Stealth (Silent Movement) L1&lt;br /&gt;
::Unarmed Defense (Striking) L1&lt;br /&gt;
::&#039;&#039;&#039;Defects&#039;&#039;&#039;&lt;br /&gt;
::Girl Magnet 1&lt;br /&gt;
::Item Dependency (Master Key) 1&lt;br /&gt;
::Latent Jurai Power 1&lt;br /&gt;
::Weakened Jurai Power 2&lt;br /&gt;
::&#039;&#039;&#039;Latent Jurai Power&#039;&#039;&#039;&lt;br /&gt;
::Lighthawk Wings, Lighthawk Sword, and Space Flight (Only useable in danger or emotional duress)&lt;br /&gt;
::Battle Costume (Not in control of when it will appear)&lt;br /&gt;
::Energy Sword (Difficulty manifesting outside of danger)&lt;br /&gt;
::Energy Sword/Energy Shield (Requires Master Key to use)&lt;br /&gt;
::&#039;&#039;&#039;Master Key&#039;&#039;&#039; &lt;br /&gt;
::*Must accept rightful owner, has moderate sentience, lineage of Masaki or worthy wielder in extreme situations only.&lt;br /&gt;
::*Control Jurai tree-ships and access their logs remotely.&lt;br /&gt;
::*Deals 40 points of Field-Penetrating electric damage per round to anyone attempting to hold the Master Key who is unworthy of it, 60 points when connected to a ::Jurai tree. Will not harm Jurai nobility unless it recognizes them as an enemy of it&#039;s primary master. &lt;br /&gt;
::*Immediately manifests Jurai power to those successfully using it, regardless of ordinary degree of training. Does nothing for those without potential for Jurai power.&lt;br /&gt;
::*Yosho and Tenchi require it to perform advanced Jurai powers.&lt;br /&gt;
::*Can contain Washu&#039;s gems, granting additional powers. At will, these gems may be returned to Ryoko or Washu or restored to the Master Key. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ryoko Hakubi&#039;&#039;&#039;&lt;br /&gt;
After the trauma of having her son stolen from her began to clear from her mind, Washu felt a surge of maternal loneliness. Having begun experimenting with the polymorphic protoplasmic entity called Mass, she decided to make herself a new child; she extracted an ovum, fused it with Mass, and energized the hybrid to become Ryoko, her new daughter. Washu&#039;s emotional trauma had rendered her cruel however, and Ryoko was treated as an experiment rather than a daughter. After seizing on the opportunity to escape with Washu&#039;s three mysterious gems and Ryo-Ohki, Ryoko became a notorious space pirate. What exactly she did during these years is never brought up. She became the single most notorious and feared space pirate to ever live, however whatever she did was not considered sufficiently antagonistic to put her on the Galaxy Police&#039;s &amp;quot;Eternally Wanted&amp;quot; list and whatever crimes she committed in her early life were canceled by the statute of limitations. She repeatedly exhibits a great deal of pride in this period and still thinks of herself as a great space pirate warlord. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, Washu&#039;s accidental creation, Kagato, sealed Washu away and abducted Ryoko to force her into serving him. Ryoko became his absolute slave, terrorizing the galaxy under Kagato&#039;s command for ages before making a blatant assault on Jurai itself causing massive widespread death and damage; there, the current Royal Heir, Yosho Masaki Jurai, led a one-man attack to capture her after she fled. The two shot each other down on Earth, and Yosho sealed Ryoko away inside of cave around which he built himself a shrine. There, she remained as a mummy for over 700 years, and during that time she learned to project her spirit and observe the world. She spent Tenchi&#039;s childhood following him around the lands surrounding the Masaki shrine, initially as mere entertainment although after watching Tenchi grieve his grandmothers death and seeing him grow up mostly alone she felt kinship and longed to physically meet him and play games. As a young adult Tenchi unsealed her from her tomb and accidentally returned the gems that give her power, allowing her to rejuvenate and leave her prison which directly led to Tenchi&#039;s life taking its official turn for the weird.&lt;br /&gt;
She followed him to his school and waited until he was alone to appear, and due to her lack of social skills attacked him with enough force to destroy a large chunk of the campus in a game of cat and mouse. By calling out her attacks and giving him time to safely evade energy beams that could explode with the force of dynamite, she reasoned it really was just a game in which she had the advantage. After he accidentally cut off her hand with the Master Key and reclaimed one of her gems, she made a show of regrowing her hand instantly and when he apologized for hurting her she let out an amused chuckle and vanished. She went to wait for him in his bed, having decided he would make a good consort although her seduction was interrupted when Ayeka appeared, having been drawn by her ship picking up a power like Yosho&#039;s. Ayeka quickly established herself as an enemy by attacking Ryoko with intent to kill, and later potential rival when Ryoko heard that Tenchi and Ayeka had taken refuge from a storm in a shed together for the night. Ryoko was quick to become territorial, and Ayeka became the target of any frustration she had throughout the series. In time Ryoko&#039;s lust would grow to genuine love as Tenchi remained one of the few beings who had ever treated her like a person with thoughts and feelings, and when his disapproval of killing or abandoning responsibility threatened their connection she began to develop a sense of right and wrong as well. &lt;br /&gt;
&lt;br /&gt;
Ryoko appears to be a somewhat muscular, otherwise lean woman in her mid 20&#039;s with yellow eyes that sometimes glow and a very large mane of unkempt teal hair that reaches halfway down her back and equally long sideburns in the front. She has pronounced canine teeth like her mother, and long ears that are round at the end rather than pointed like an Elf. In her initial leisure costume it appears as if she has a tail, although in reality it is a part of her belt that responds to her emotions (curling, tensing, and so on) and is not present in a costume she grows on her body when in battle, or when she is naked. Whenever sitting she is almost always cross-legged and likes to hover in midair in this position, and when asleep at night can be found lying on top of a ceiling beam somewhere in the Masaki house rather than in a bed (although she does from time to time sleep in one like the others, and when Tenchi is away will claim his bed to herself). She is a heavy sleeper and can not only sleep through a small battle happening in the room below her, but can actually be rolled around and shot with laser beams without stirring. In Japanese, Ryoko uses quite a lot of slang words, talks in a way normally associated with thuggish male characters, and mixes in English words from time to time. In English, she speaks in an alto voice similar to other &amp;quot;sexy action heroines&amp;quot; in translated anime like Faye Valentine. &lt;br /&gt;
&lt;br /&gt;
Ryoko has myriad powers of her own, thanks to being a hybrid of a Choushin-avatar and Mass, including levitation, intangibility, regeneration, super strength, and hurling energy blasts. When empowered by all three gems, she has the powers available to an omnipotent Choushin although she is limited in practice by what her body can physically handle and what she has the desire to do; with only two she can easily split herself into two versions of herself acting independently of each other, use many different kinds of attacks like shooting small fragments of her hair like needles or forming explosive bursts of energy, heal from anything that does not kill her almost instantly, and seemingly cannot be harmed by extreme heat or shockwaves including direct explosions. At one point in the comics Sasami accidentally drops a precision cooking knife, shattering the blade edge until Ryoko simply pinches her fingers and slides the knife through them sharpening it instantly. &lt;br /&gt;
She can pool some of the energy still left in her body to create fake replacement gems, which keep her alive and healthy. Without any gems she loses much of her power and will decay into an unliving mummy, although it isn&#039;t clear if she is capable of being truly killed. The gems she controls will sink into her body, one in each wrist and the final gem in her abdomen. Despite being an adult (she considers herself 2,000 years old, although she was created before that and may only consider her &amp;quot;birth&amp;quot; the date of her escape from Washu) she will continually recover from the damage her 700 years as a mummy caused then stronger still until one day she actually use all three gems in the same way the fully empowered goddess version of Washu could. She has a bad tendency to forget the direct correlation between her access to her gems and her power limits; for example, she can summon &amp;quot;demons&amp;quot; made of energy with only the one gem, but she needs at least two to be able to &#039;&#039;control them&#039;&#039;. Despite Washu&#039;s omnipotent knowledge also being present in the gems, Ryoko never accesses it. It&#039;s unknown if she can or is even aware of it. &lt;br /&gt;
&lt;br /&gt;
Ryoko is brash and arrogant - truthfully, her life has left her a lot more messed up than she cares to admit. Though she acts the part of the carefree, laidback, hard-fighting partygirl, she&#039;s also got quite a few vulnerabilities. Any suggestion of her as a monster or a corpse either causes her to go into a rage without restraint of her powers or openly crying depending on the source and her current emotional vulnerability. She feels a great deal of guilt for what she did under Kagato&#039;s control, and despite her name being cleared later on and the Emperor of Jurai granting her a pardon both for her actions and the financial damages, any reference to the destruction she wrought can sober her out of even outright murderous intent. Though the most casually flirtatious and sexual of Tenchi&#039;s love interests, she also has one of the deepest bonds to him, having watched over him in astral form since he was very young and forming an intense love for him as a result of seeing him grow up. In the alternate continuity of the anime series (Tenchi Universe), this leads to her being promoted as more of the Official Love Interest than just One Of The Love Interests. She has a greatly stunted sense of social expectations and norms, and her behavior is split between a woman finally able to experience childhood (as she spends days doing activities that she saw Tenchi do as a small boy like fishing by the stream near her cave, as well as playing video games on what appears to be a Gameboy Pocket) and a street thug (drinking all day every day, looking for any excuse to fight with anyone, and taking advantage of an opportunity to spread her notoriety). She has absolutely no concept of the idea of motherhood prior to actually becoming one as Washu had only cared for her in the way a researcher would keep a specimen alive, Ryo-Ohki shared a mental bond and only had a slightly above animal degree of intelligence, and Ryoko&#039;s observations of Kiyone and Tennyo were of something bordering on abuse. After absorbing a computer AI named Zero created by Dr. Clay which had been given a Mass body and programmed to feel her same emotions (without her insecurities) in order to infiltrate the household and kidnap Tenchi, Ryoko dropped most of her facades and behaved according to how she felt openly which lead to becoming closer to Tenchi and Ayeka. Despite having a soft side and mental scars, Ryoko is extremely confident and only actual betrayal can shake her (displayed best in another series, Tenchi In Tokyo, where Tenchi openly romancing a woman outside the household caused her to immediately return to space in tears to return to her space pirate life, and after believing Mihoshi had tried to use their friendship to apprehend her became vicious and notorious once more). &lt;br /&gt;
&lt;br /&gt;
Ryoko does &#039;&#039;not&#039;&#039; get on with Ayeka at all for the bulk of the series across all canons (with the exception of the Pretty Sammy universe), and they are most serious &amp;quot;rivals&amp;quot; for Tenchi&#039;s heart - Ayeka&#039;s attitude and history as a pampered princess both manage to rub Ryoko the wrong way, and she responds by pricking Ayeka right where it hurts; in her own overinflated ego. The fact Ayeka immediately attacked Ryoko upon finding her to avenge the loss of Yosho and the destruction wrought on Jurai began the antagonism, which only worsened from there with Ryoko&#039;s one attempt at getting along resulting in (a very drunk) Ayeka laughing about the idea a mummy pirate romancing a lost nobleman of Jurai causing (an also incredibly drunk) Ryoko to cry. This began to change when the two had to work together to save Tenchi&#039;s life on the Soja. Their relationship progresses to periodic full-power sparring over pranks and matters like Ryoko stealing food from her plate during meals or Ayeka making not-so veiled references to Ryoko&#039;s age or imprisonment, and eventually the two manage to settle down to a level where they realize that they cannot remember the last time they even argued. &lt;br /&gt;
Likewise, Ryoko is &#039;&#039;not&#039;&#039; receptive to Washu&#039;s attempts to bond with her and form a mother and daughter relationship. Ryoko only knew Washu in the abstract during her childhood as a towering and cruel figure that she feared more than anything else, and had no memories of any actual meeting of either her or Kagato as an adult (merely his orders and life as a slave on the Soja). When finally meeting her first captor, an adolescent girl that critiqued her body before asking to be called &amp;quot;mommy&amp;quot; that then immediately turned into a fully-grown woman and attempted to seduce Tenchi, Ryoko responded predictably with open hostility. Washu would spend most of their new relationship trying to control Ryoko (such as electrocuting her painfully to her to keep her in the house while Ayeka enjoyed a date with Tenchi earned from a wager between the two), verbally abusing her (critiquing Ryoko&#039;s adult body with &amp;quot;Your breasts are sagging.&amp;quot; and periodically bringing up any and every misdeed Ryoko ever committed in conversation for the purpose of causing her guilt), experimenting on her using restraints Ryoko could not break, and otherwise simply being shut away in her lab and being a non-factor. The acquired sadistic streak runs deep in Washu, and when Ryoko was emotionally vulnerable for the first time around her after absorbing Zero she immediately locked Ryoko away in a dark claustrophobic room with a live camera feed and gleefully recorded it when Ryoko broke down weeping and begged her as &amp;quot;mommy&amp;quot; to be let go. The turning point in their relationship came in a comic where Washu decided to turn Ryoko back into a toddler for her own amusement until she called her &amp;quot;mommy&amp;quot; in front of the rest of the household. Upon actually hearing a toddler version Ryoko calling her this however, Washu suddenly felt the repressed guilt of having spent that portion of Ryoko&#039;s life keeping her in a cage like an animal, and hugged with tears in her eyes resulting in a confused Ryoko gently hugging her back with Ayeka&#039;s laughter dying at the sight of the scene (although upon Washu then attempting to make Ryoko call Tenchi &amp;quot;daddy&amp;quot;, Ryoko broke a table over her head). The two are able to speak telepathically when near each other, and Washu has the same degree of control over Ryoko that Kagato did although only once in the comics did she actually use it and only to force Ryoko to hold off from attacking and possibly killing someone innocent. &lt;br /&gt;
Early on Ryoko had a short temper around Mihoshi, and after the house is demolished during a peaceful nap on the roof Ryoko physically threw her ship into space telling her to never come back. Nobuyuki was angered by this and took Ryoko aside to tell her that Mihoshi garnishes her wages to try to repay him for house repairs (which is not nearly enough). After that Ryoko develops more respect (or at least tolerance) for her. Ryoko&#039;s exploits made her very familiar with Galaxy Police command, patrols, policies, and uniforms, more so than Mihoshi herself. &lt;br /&gt;
Ryoko is fond of Sasami, although upon realizing that Sasami would grow up to become Tsunami she began to see her as a potential rival, telling her that any attempt to date Tenchi is against the law and she&#039;d be put to death for it (Ayeka immediately stepped in and said it was a lie, although at Ryoko suggesting Tenchi could develop a Lolita-complex if Sasami pursued him Ayeka told Sasami the actual punishment is being banished from civilization instead to Ryoko&#039;s amusement). &lt;br /&gt;
Ryoko resents Katsuhito for his defeat of her and for her imprisonment, although as the events lead to her finding Tenchi and being freed from Kagato she never pursued any grudge against him. &lt;br /&gt;
Ryoko loves Ryo-Ohki as the closest she had ever had to family as well as the representation of freedom to her. Prior to the time when the group entered into a polygamous relationship with Tenchi, Ryo-Ohki was the only being Ryoko showed no jealousy or resentment towards in pursuit of him. &lt;br /&gt;
&lt;br /&gt;
Ryoko has a noted phobia of the dark and a serious drinking problem, although she can purge the alcohol from her system in moments if need be (if it&#039;s not life or death however, she won&#039;t). Ryoko has no sense of taste and does not require nutrients from food, nor any water or oxygen to survive and only eats either socially or for the feel of being full (although later comics involve Ryoko complimenting Sasami on cooking, so this may not have remained canon). She is also somewhat physically numb, with Ayeka&#039;s attempt at torture via electrical shock in their first meeting resulting in a sexually aroused Ryoko. Kagato&#039;s assault of her, Misaki&#039;s rough handling of her, and a shock from Tenchi&#039;s Master Key only elicited an actual ordinary pain response however. Ryoko claims to be a sadist although this is never actually presented. She is extremely lazy and despite being in restraint for almost a millennium will still spend most of every day sleeping, although when enthusiastic about working (usually because of some connection to Tenchi, such as cleaning the house to impress him or working minimum wage jobs in Tokyo to earn money to buy him a gift) she will do so cheerfully and with dedication. While not without empathy as Ryoko has volunteered to help people in need from time to time, she is motivated primarily by her own interests for most of the OVA itself and a good portion of the comics canon to it. &lt;br /&gt;
&lt;br /&gt;
Ryoko and Ayeka both marry Tenchi together as his first brides, although their wedding night is ruined by Mihoshi sleepwalking into his bed in the dark during the honeymoon and becoming his first lover while the two rekindled a forgotten rivalry over who would take his virginity. Ryoko gave birth to Tenchi&#039;s first child, a girl, around the same time as Ayeka&#039;s pregnancy neared its third trimester, with a third baby boy being born after them that resembles Tenchi and who&#039;s mother is never identified. Ryoko&#039;s daughter looked mostly like her mother, except with smaller ears and brown eyes. She had the ability to float through the air as a baby (something that made Ryoko proud, and Ayeka horrified) although the extent of her other powers isn&#039;t known. Ryoko and Ayeka&#039;s children were raised together by the former rivals, being very close through their childhoods and going to school in Japan together like humans. Ayeka taught the adolescent girl to knit, and unlike her mother became studious in higher grades. Ryoko wasn&#039;t happy with her daughter growing up so fast, showing visible consternation at the idea of her needing a bra. After a night spent in a shed taking refuge from a storm with his sisters similar to how Tenchi had with Ayeka years before, Ryoko became angry at Tenchi&#039;s son for things he may have done (but didn&#039;t) just like she had their father. In time both Ryoko and Ayeka&#039;s daughters would marry the Tenchi look-alike (making it likely he was neither Ayeka or Ryoko&#039;s son, unless the Masaki line had officially thrown the &amp;quot;half is as close as you get&amp;quot; rule out the window in regards to incest). &lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Body&#039;&#039;&#039; 10 &#039;&#039;&#039;Mind&#039;&#039;&#039; 4 &#039;&#039;&#039;Soul&#039;&#039;&#039; 7 &lt;br /&gt;
::&#039;&#039;&#039;HP&#039;&#039;&#039; 115 &#039;&#039;&#039;Energy Points&#039;&#039;&#039; 85 &#039;&#039;&#039;Attack Combat Value&#039;&#039;&#039; 8 &#039;&#039;&#039;Defense Combat Value&#039;&#039;&#039; 6 &#039;&#039;&#039;Total Character Points&#039;&#039;&#039; 60 &#039;&#039;&#039;Total Skill Points&#039;&#039;&#039; 55&lt;br /&gt;
::&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
::Appearance L2&lt;br /&gt;
::Combat Mastery L1&lt;br /&gt;
::Damn Healthy! L3&lt;br /&gt;
::Energy Bonus L3&lt;br /&gt;
::Heightened Mass Power L1&lt;br /&gt;
::Highly Skilled L3&lt;br /&gt;
::Jurai Power L3&lt;br /&gt;
::Mass Power L5&lt;br /&gt;
::Speed L2&lt;br /&gt;
::&#039;&#039;&#039;Jurai Sub-Attributes&#039;&#039;&#039;&lt;br /&gt;
::Battle Costume L2&lt;br /&gt;
::Control Servant L4&lt;br /&gt;
::Illusionary Disguise L2&lt;br /&gt;
::Summon Servant L4&lt;br /&gt;
::&#039;&#039;&#039;Special Attacks&#039;&#039;&#039;&lt;br /&gt;
::Energy Sword, Damage 60 L4&lt;br /&gt;
::*Field-penetrating, Contact, Uses Energy&lt;br /&gt;
::Explosive Blast, Damage 50 L4&lt;br /&gt;
::*Area-Effect, Short Range, Uses Energy&lt;br /&gt;
::Rapid Fire Energy Blase, Damage 50 L4&lt;br /&gt;
::*Auto-Fire, Short Range, Uses Energy&lt;br /&gt;
::Hair Needles, Damage 30 L3&lt;br /&gt;
::*Auto-Fire, Spreading, Short Range, Limited Shots&lt;br /&gt;
::&#039;&#039;&#039;Mass Power Sub-Attributes&#039;&#039;&#039;&lt;br /&gt;
::Astral Projection L1&lt;br /&gt;
::Duplicate (twin) L1&lt;br /&gt;
::Flight (can hover) L2&lt;br /&gt;
::Incorporeal Form L3&lt;br /&gt;
::Life Support L2&lt;br /&gt;
::Mind Control (Ryo-Ohki only) L1&lt;br /&gt;
::Rejuvenation L3&lt;br /&gt;
::Teleport L1&lt;br /&gt;
::Space Flight L1&lt;br /&gt;
::Super Strenghth L1&lt;br /&gt;
::Unique Mass Power (create minor illusions) L1&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
::Acrobatics (Flying) L2&lt;br /&gt;
::Electronics (Computers) L1&lt;br /&gt;
::Melee Attack (Sword) L1&lt;br /&gt;
::Melee Defense (Sword) L2&lt;br /&gt;
::Navigation (Space) L1&lt;br /&gt;
::Piloting (Spaceship) L1&lt;br /&gt;
::Ranged Defense (Personal) L1&lt;br /&gt;
::Stealth (Silent Movement) L1&lt;br /&gt;
::Thrown Weapons (Energy Blasts) L1&lt;br /&gt;
::Unarmed Attack (Striking) L1&lt;br /&gt;
::Unarmed Defense (Striking) L1&lt;br /&gt;
::&#039;&#039;&#039;Defects&#039;&#039;&#039;&lt;br /&gt;
::Easily Distracted (love of Tenchi, own looks) 2&lt;br /&gt;
::Item Dependency (Washu&#039;s Gems) 1&lt;br /&gt;
::Phobia (claustrophobia, caves) 1&lt;br /&gt;
::Servitude (Wahsu, Kagato) 1&lt;br /&gt;
::Weakened Jurai Power 2&lt;br /&gt;
::Unique Defect (numbness, no sense of taste)&lt;br /&gt;
::&#039;&#039;&#039;Item Dependency&#039;&#039;&#039;&lt;br /&gt;
::Can use three gems containing all the power of the Choushin goddess version of Washu, with one in each wrist and one located inside her abdomen. Can create false gems to limp along without a real one using Rejuvenation with 10 Energy Points from scratch or 5 Energy Points to transmute a stone or piece of jewelry. &lt;br /&gt;
::*No Gems: Will begin to die (no crunch effects). &lt;br /&gt;
::*With only false gems: Loses all Jurai Powers. &lt;br /&gt;
::*Abdomen Gem: Grants all Jurai Powers other than those noted below, theorized by RPG book writers it allows her to pierce the defenses of Jurai. &lt;br /&gt;
::*Right Wrist: Gains Control Servant equal to Summon Servant level. Possibly has other effects, unstated by rules as unconfirmed in canon.  &lt;br /&gt;
::*Left Wrist: Grants Mind Control (Ryo-Ohki) and Summon Servant. &lt;br /&gt;
::*All Gems: Unspecified in anime, theorized by Funaho to be able to manifest Light Hawk Wings. Possibly equal, or near equal, to Tsunami herself. &lt;br /&gt;
::*Characters can aim using a blade to separate a Gem from Ryoko at a 4+ Penalty. Success causes Ryoko to lose 17 HP in addition to attack damage, unless already below 1/5 max HP. True Gems are removed from her body, if removed by the Master Key it immediately absorbs them. False Gems explode. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ayeka Jurai&#039;&#039;&#039;&lt;br /&gt;
Tenchi&#039;s great aunt and the crown princess of Jurai, daughter of Misaki. As a small child having been told she would marry Yosho one day she considered herself deeply in love with him, and Yosho running off to chase Ryoko while Jurai burned caused her to launch a one-woman crusade as a young women in pursuit of him and Ryoko. During the hundreds of years she searched she kept a holographic projection of him in her quarters on her tree-ship, Ryu-Oh, gradually falling into speaking to it while crying each night. When she reached the age where she would have married Yosho, she began to utilize a process similar to cryogenic sleep to stay youthful while she searched. Her crusade became more personal when she was informed Ryoko had been cleared of all crimes by a council controlled by her grandmother Seto, with Ayeka launching in one last sweep through the universe with her sister Sasami onboard while she could still claim ignorance of the message. As fate would have it her guardians Azaka and Kamidake detected the energy radiated when Tenchi activated the Master Key for the first time. She did battle with the ancient Ryo-Ohki and captured Tenchi (who was immediately imprisoned) and Ryoko. After her frustration at her attempts to torture and intimidate Ryoko were met with pleasure and ridicule respectively, she took Tenchi&#039;s Master Key which she recognized as Yosho&#039;s and tortured her with it happily although when Tenchi managed to escape from Azaka and Kamidake and activate the Master Key she was horrified; a direct relative of herself using Yosho&#039;s sword to save Ryoko, who in her eyes was the single most horrible being to ever live. Once Ryu-Oh crashed into the Masaki lake Ayeka was devastated, having to live under the same roof as Ryoko at the generosity of a primitive alien peasant (as Ayeka&#039;s love for Funaho and Yosho apparently didn&#039;t connect to the rest of humanity in her mind). &lt;br /&gt;
&lt;br /&gt;
Early in her stay in the Masaki house, she showed herself as demanding and abusive although Tenchi is well-aware of the fact her behavior only stemmed from her frustration (guy doesn&#039;t understand women, but he does understand people). Ryoko quickly realized that implying a deep connection between herself and Tenchi struck a nerve, and exploited it from implying Ryo-Ohki&#039;s egg was Tenchi&#039;s child to speaking of him as a husband. Ayeka soon shut herself in the room she had been given to stay in and refused to come out until Sasami reminded her it was Ayeka&#039;s duty to request the hospitality they had already been given for days. After she informed Katsuhito of her gratitude (without realizing who he was) and securing the promise of continued food and shelter as long as it was needed, she lapsed into a deep depression where she dreamed of her brother&#039;s corpse until, of all beings, the newly reborn Ryo-Ohki came to her and refused to leave, showing affection as a pet would, until she accepted her situation and smiled again. &lt;br /&gt;
As she began to venture further from the house Ayeka came one day to watch Tenchi practice his swordsmanship and realized that his technique was that of the secret Jurai royal style. As the two returned along the path to the house she sprained her ankle which required Tenchi to carry her until a fierce storm came, causing the two to take refuge in a nearby shack. They dried their clothes with a fire Tenchi built, and he acted the chivalrous gentleman when it came time to look away. When the storm cleared she realized the large sacred tree along the road was Yosho&#039;s own royal tree from his tree-ship, called Funaho after his mother. Tenchi used the Master Key to access the tree Funaho&#039;s memories and Ayeka saw that he had won his battle with Ryoko and believed once again he was alive. Afterwards Ayeka made Tenchi her champion and asked for protection for her and her sister until rescue could come. She also began to fall in love with him at that point.&lt;br /&gt;
&lt;br /&gt;
When Azusa, Misaki, and Funaho arrived at the Masaki household to bring her home, Ayeka stated she was so in love with Tenchi that she would renounce her ties to Jurai and claim to the throne by planting Ryu-Oh and severing her ties with Tsunami if she had to. Luckily that wasn&#039;t necessary as all Azusa demanded was for Tenchi to best the man he had chosen to be Ayeka&#039;s new arranged husband in a duel (winner: the bottom of Mihoshi&#039;s ship). &lt;br /&gt;
&lt;br /&gt;
Ayeka continued hostility to Ryoko, and when Ryoko came to the bathhouse bearing sake and the story of how she watched Tenchi grow up she took the opportunity to mock her for the story. When Tenchi had been kidnapped by Kagato and Ryoko came along with in the rescue attempt, Ayeka dropped all hostility and treated her as a comrade during the pursuit and the two fought together side by side after they had believed Tenchi to be dead from the Soja&#039;s blast. Once she learned Ryoko had only been Kagato&#039;s puppet during the attack on Jurai Ayeka stopped openly deriding her although the two would continue to get into periodic scrapes ranging from the two battling in full combat regalia above the Masaki house over food stolen from the other&#039;s plate during a meal to sarcastic comments made whenever possible. It would take many years before the two would stop bickering. After the incident with Kagato, Ayeka learned Katsuhito was Yosho. He fools her with his illusion of being an old man and gives her his blessing to pursue Tenchi without any regrets or thoughts to the past. &lt;br /&gt;
&lt;br /&gt;
Early on in the series, Ayeka&#039;s Japanese voice actress spoke in prim and proper language not dissimilar to how a period actor playing a older noblewoman in a story about medieval Japan would speak. As the story progressed Ayeka&#039;s speech became more normalized as barked orders gave way to requests, polite words entered into her vocabulary, and while Ayeka rarely lets out a slang word many shorter words were used in her vocabulary. She would give shrill chortling laughs to the back of her hand early on as a court custom, later giving way to open-mouth laughter with abandon. The English equivalent would be going from sophisticated Shakespearean speech to Elizabethan to that of a modern business woman. Ayeka&#039;s English voice actress mostly kept the same method of speech throughout, although early on the commanding tone was played up while later trying to sound like merely a refined lady walking on the wild side. Only when addressing Azaka and Kamidake does her regal authority slip out regardless of when in the series it occurs, making a marked shift when transitioning from giving the two a command to responding to a question from Tenchi almost in the same breath. In the comics Ayeka will periodically show ignorance about Earth speech and use slang wrong, or attempt to use a metaphor or expression and either say it wrong or say something completely random and nonsensical, although this only exists in the comics. &lt;br /&gt;
&lt;br /&gt;
Like Tenchi she is quick to action, usually responding first with one open threat and after provocation with swift violence against the offender (usually Ryoko). Unlike Tenchi she is not one to abandon a fight unless a mutual cessation of hostilities is enacted (usually Sasami requesting her to stop a scuffle with her rival). She obsesses over her beauty, although not quite to the same degree that Ryoko does, and never removes the ornamental jewelry in her bangs. &lt;br /&gt;
As Ayeka&#039;s entire behavior set stems from her royal upbringing full of tradition and ceremony, many issues of her new life shock her. Ideas like housework, sexuality, and rural living left her speechless although she quickly acclimated in order to remain close to Tenchi. By the end of the first season, Ayeka has taken up a great deal of the household chores upon herself and shares the work with Sasami. In the Tenchi In Tokyo series when dealing with loneliness and abandonment by the entire rest of the cast she loses her mind somewhat and turns the house into a deathtrap that could withstand the invasion of an army in an almost Macbethian mental state (driving Nobuyuki into the surrounding forests as he fled for his life after trying to come home to visit). &lt;br /&gt;
&lt;br /&gt;
While not extraordinarily intelligent, Ayeka is very well-versed in shiplore as well as the myths and traditions of Jurai. She is able to point out information about Ryo-Ohki, the Soja, and even her own ship that many including Washu would miss althuogh the only ships she knows how to actually pilot are the tree-ships of Jurai and similar classes. She is similarly able to &amp;quot;resurrect&amp;quot; Ryu-Oh by planting it within the soil of Earth without severing its bond to Tsunami. Furthermore she was able to give Tenchi training that allowed him to manifest Lighthawk Wings, something she herself is also capable of as a member of the Jurai royal family. &lt;br /&gt;
&lt;br /&gt;
Among her powers are the ability to command a swarm of small sticks which look like miniatures of Azaka and Kamidake, which can generate energy within them to cause damage or contain a foe. She passively generates a force field around herself in dangerous situations that she can extend to protect others, and has enhanced healing allowing her to recover from a sprained ankle within hours. She is also physically fit, and although she does not train contantly in the Jurai fighting style like Tenchi does she did learn it and is still capable of fighting with it. &lt;br /&gt;
After prolonged semi-friendly relationship with Ryoko, Ayeka develops a drinking habit despite having nearly no tolerance level and combines drunkenness with denial (something she is prone to do as well when sober) when presented with a negative factor. &lt;br /&gt;
&lt;br /&gt;
Ayeka&#039;s relationship with Mihoshi is defined mostly by the frustration the entire cast feel with her after the peroidic destruction of the Masaki household although otherwise acts neutrally towards her. Similarly Ayeka has little relationship with Washu beyond frustration when an experiment that clearly should not have been conducted for the reason of plain common sense gets out of hand. Ayeka is more fond of Ryo-Ohki than she is the others, and treats her as the child of the house. Ayeka&#039;s relationship with Sasami is mostly defined by Ayeka&#039;s attempts to set a good example for her as the way a lady should behave, and is quick to chide her for adopting bad habits (or getting close to &amp;quot;the ugly old pirate mummy&amp;quot;) although Ayeka has a small amount of jealousy for the belief Sasami will become more beautiful and intelligent than her one day. Ayeka loves Tenchi deeply and is just as willing to give her life for him as Ryoko. &lt;br /&gt;
&lt;br /&gt;
The rivalry between Ayeka and Ryoko temporarily resumes on the night the two marry him; even though they actually wed Tenchi first, it was a sleepwalking &#039;&#039;Mihoshi&#039;&#039; who managed to take Tenchi&#039;s virginity on their wedding night; they were that wrapped up in bickering with each other. &lt;br /&gt;
The hostility dies again when their children are born, Ryoko&#039;s first and Ayeka&#039;s soon after. The two raise their daughters together, Ayeka&#039;s daughter being especially interested in Tenchi&#039;s son with an unknown member of the household even from a young age. She would make herself the boss of Ryo-Ohki&#039;s triplet daughters and dole out punishments in the form of chores despite also being a child. Ayeka was quick to realize the girls were growing up, and was the one who suggested to the displeased Ryoko that it was time to buy the girls bras. Although Ryoko was angered when Tenchi&#039;s son and the two girls were stranded in a shed, Ayeka merely looked glum due to the realization of where the story was going. In her teenage years, Ayeka&#039;s daughter would become a class-president at her school and eventually marry Tenchi&#039;s son with Ryoko&#039;s daughter (copy/paste generation). &lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Body&#039;&#039;&#039; 4 &#039;&#039;&#039;Mind&#039;&#039;&#039; 4 &#039;&#039;&#039;Soul&#039;&#039;&#039; 7 &lt;br /&gt;
::&#039;&#039;&#039;HP&#039;&#039;&#039; 55 &#039;&#039;&#039;Energy Points&#039;&#039;&#039; 55 &#039;&#039;&#039;Attack Combat Value&#039;&#039;&#039; 5 &#039;&#039;&#039;Defense Combat Value&#039;&#039;&#039; 3 &#039;&#039;&#039;Total Character Points&#039;&#039;&#039; 60 &#039;&#039;&#039;Total Skill Points&#039;&#039;&#039; 30&lt;br /&gt;
::&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
::Appearance L2&lt;br /&gt;
::Highly Skilled L1&lt;br /&gt;
::Item of Power (Ship Key &amp;amp; Capture Field) L1&lt;br /&gt;
::Item of Power (Door Portal Trap) L1&lt;br /&gt;
::Jurai Power L2&lt;br /&gt;
::More Powerful Mecha L3&lt;br /&gt;
::Own a Big Mecha (Ryu-Oh, Guardians (Azaka and Kamidake)) L8&lt;br /&gt;
::&#039;&#039;&#039;Jurai Power Sub-Attributes&#039;&#039;&#039;&lt;br /&gt;
::Battle Costume L1&lt;br /&gt;
::Force Field, extendable (Stops 45, Uses Energy) L2&lt;br /&gt;
::Mind Shield L2&lt;br /&gt;
::Space Flight L1&lt;br /&gt;
::&#039;&#039;&#039;Special Attacks&#039;&#039;&#039;&lt;br /&gt;
::Energy Fist, Damage 50 L2&lt;br /&gt;
::*Contact, Uses Energy)&lt;br /&gt;
::Energy Balls, Damage 30 L1&lt;br /&gt;
::*Short Range, Uses Energy)&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
::Interrogation (Physical, Diplomacy) L1&lt;br /&gt;
::Piloting (Spaceship) L1&lt;br /&gt;
::Ranged Defense (Personal) L1&lt;br /&gt;
::Social Science (Politics) L3&lt;br /&gt;
::Unarmed Attack (Striking) L1&lt;br /&gt;
::Unique Skill (Domestic Crafts) L2&lt;br /&gt;
::Unique Skill (Escape from Bonds) L1&lt;br /&gt;
::&#039;&#039;&#039;Defects&#039;&#039;&#039;&lt;br /&gt;
::Easily Distracted (love of Tenchi, Ryoko) 2&lt;br /&gt;
::Recurring Nightmares 1&lt;br /&gt;
::Unique Defect (Royal Responsibilities) 2&lt;br /&gt;
::&#039;&#039;&#039;Items of Power&#039;&#039;&#039;&lt;br /&gt;
::Ryu-Oh&#039;s Ship Key &amp;amp; Capture Field&lt;br /&gt;
::*Ship Key appears as a tiara. Controls Ayeka&#039;s Jurai tree-ship Ryu-Oh. Can summon a swarm of small floating logs as a Weapon Attack L2 (Damage 30, Tangle, Slow). &lt;br /&gt;
::*Door Portal Trap (also simply called a force field in the translation) functions as a Teleport device when attached to openings that can be closed such as windows or doors, letting out at a specified location up to 500 feet away. Works one-way, opening the portal from the inside causes it to function normally. &lt;br /&gt;
::Mecha&lt;br /&gt;
::*Guardians of Jurai are Azaka and Kamidake (see below).&lt;br /&gt;
::*Ryo-Oh is a powerful Jurai tree-ship that answers to Ayeka. It is destroyed repeatedly in the series, and grows again within months from a seed recovered from the wreckage. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Sasami Jurai&#039;&#039;&#039;&lt;br /&gt;
Ayeka&#039;s little sister, who was seriously injured when she fell from a high platform near the physical avatar of Tsunami, the Choushin patron of Jurai. Tsunami merged her spiritual self with Sasami to save her life, and so when Sasami comes of age, she will basically become the mortal avatar of Tsunami.&lt;br /&gt;
&lt;br /&gt;
Unlike her sister, who arrogantly boasts of her superiority due to her noble lineage, Sasami acts the part of the quietly confident noble; she&#039;s sweet, gentle, kindly natured and supportive, making her the second most sensible person besides Tenchi, and only because she is still very much a child, her sensibility speaks more of how immature Ayeka acts than anything else. Most of the time. She actively enjoys doing household chores because it makes the rest of her family happy, and is the primary cook for the family as a result, being very good at it. Although sincerely interested in Tenchi herself, neither Ryoko nor Ayeka can seriously bring themselves to get upset about it; the idea feels wrong to them. She changes very little in other continuities.&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&#039;Body&#039;&#039;&#039; 3 &#039;&#039;&#039;Mind&#039;&#039;&#039; 5 &#039;&#039;&#039;Soul&#039;&#039;&#039; 10&lt;br /&gt;
::&#039;&#039;&#039;HP&#039;&#039;&#039; 65 &#039;&#039;&#039;Energy Points&#039;&#039;&#039; 85 &#039;&#039;&#039;Attack Combat Value&#039;&#039;&#039; 6 &#039;&#039;&#039;Defense Combat Value&#039;&#039;&#039; 4 &#039;&#039;&#039;Total Character Points&#039;&#039;&#039; 50 &#039;&#039;&#039;Total Skill Points&#039;&#039;&#039; 10&lt;br /&gt;
::&#039;&#039;&#039;Attributes&#039;&#039;&#039;&lt;br /&gt;
::Appearance (Cute) L1&lt;br /&gt;
::Divine Relationship L6&lt;br /&gt;
::Energy Bonus L1&lt;br /&gt;
::Heightened Jurai Power L3&lt;br /&gt;
::Jurai Power L1&lt;br /&gt;
::Own a Big Mecha L6&lt;br /&gt;
::&#039;&#039;&#039;Jurai Power Sub-Attributes&#039;&#039;&#039;&lt;br /&gt;
::Astral Projection L2&lt;br /&gt;
::Mind Shield L2&lt;br /&gt;
::Precognition L1&lt;br /&gt;
::Unique Jurai Power (Juraian Tree Gateway) L3&lt;br /&gt;
::&#039;&#039;&#039;Skills&#039;&#039;&#039;&lt;br /&gt;
::Cooking (Home) L5&lt;br /&gt;
::&#039;&#039;&#039;Defects&#039;&#039;&#039;&lt;br /&gt;
::Ageism 1&lt;br /&gt;
::Conditional Ownership (Tsunami) 1&lt;br /&gt;
::Latent Jurai Power 1&lt;br /&gt;
::Marked (Tsunami&#039;s reflection, symbol on forehead) 1&lt;br /&gt;
::Recurring Nightmares 1&lt;br /&gt;
::Unskilled 1&lt;br /&gt;
::&#039;&#039;&#039;Latent Jurai Power&#039;&#039;&#039;&lt;br /&gt;
::Astral Projection-Sasami&#039;s Astral Projection can only be used when her Tsunami personality takes over. This normally occurs only in times of emotional stress, or when Sasami has been absorbed into the Tsunami spaceship, or when she is sleeping. Sasami&#039;s astral image always appears as Tsunami, a mature version of herself.&lt;br /&gt;
::&#039;&#039;&#039;Mecha&#039;&#039;&#039;&lt;br /&gt;
::Tsunami, Ship of the Beginning-Tsunami is a spaceship, a royal tree, and Sasami&#039;s future self. The Tsunami ship has the Summonable (Becomes A Mecha) Sub-Attribute at Level 1. To summon Tsunami, Sasami must use a Juraian Tree Gateway. Sasami&#039;s essence then enters Tsunami, who appears somewhere in nearby space. Sasami&#039;s Conditional Ownership of Tsunami means she shares ownership of the ship with her &amp;quot;future self&amp;quot; and will not summon the vessel frivolously. &lt;br /&gt;
::&#039;&#039;&#039;Unique Jurai Power&#039;&#039;&#039;&lt;br /&gt;
::Juraian Tree Gateway-Sasami&#039;s ability to open gateways between royal Juraian trees stems from her connection to Tsunami. When Sasami appraoches a tree and chants a special verse, she creates a portal that can transport her to any other Juraian tree. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ryo-Ohki&#039;&#039;&#039;&lt;br /&gt;
Ryo-Ohki is a genetically engineered lifeform created by Washu from the protoplasmic entity Mass. She created Ryo-Ohki at about the same time that she was creating Ryoko, and so the two formed a telepathic bond. While Ryoko was made from Washu&#039;s own egg cell and Mass cells Ryo-Ohki was somehow created by combining Mass and minerals together. Ryo-Ohki is a shapeshifter, able to transform from a massive, multi-spined crystalline spaceship with enough shielding, firepower and self-repair capabilities to decimate armadas of enemy vessels singlehandedly and even assault the heavily fortified planet of Jurai to a small, fuzzy organism that resembles a brown and cream colored meowing rabbit with the head of a cat (hence fans commonly refer to her as a cabbit) that possesses exaggeratedly huge ears as long as her body and a gem in her forehead. She mostly eats carrots, and after she became a member of the household Tenchi began planting more of them at the Masaki Shrine fields to Ryo-Ohki&#039;s delight. &lt;br /&gt;
&lt;br /&gt;
After Ryoko&#039;s rejuvenation, she sensed that her rebirth had stirred the corpse of the old Ryo-Ohki who had been destroyed by Yosho&#039;s ship. She immediately activated the ancient vessel, and was attacked shortly after by Ayeka and in a dogfight between Ryu-Oh and Ryo-Ohki both crashed into the lack nearby the Masaki house. Only a few days later, while Ayeka and Sasami debated if their ship would ever be able to fly again, Ryoko retrieved a large black egg early in the morning and for amusement tricked Ayeka into thinking Ryoko had laid it and it contained Tenchi&#039;s child. Shortly after it hatched, revealing a reborn Ryo-Ohki. Later in the series Ryo-Ohki accidentally duplicates herself, and after being cautious of the each other they realized they were the same being. Ryoko became bored with their exchange and scooped both back into their egg, shook it, and dumped out a singular (and dizzy) Ryo-Ohki once again. &lt;br /&gt;
&lt;br /&gt;
Ryo-Ohki one day wandered into Washu&#039;s lab, and became frightened by a tank full of unspecialized Mass which Washu explained were only fascinated by her advanced form. They read her mind and saw the desire to help Tenchi in the fields as a larger version of herself, causing them to transform into a feminine humanoid shape which walked to the field Tenchi was working on. It initially began working by mimicking him, although after noticing it he became frightened which startled the Mass woman causing it to attack him in fear. Washu threw Ryo-Ohki at it, which caused them to merge and Ryo-Ohki to gain increased capacity for intelligence as well as the ability to turn into an anthropomorphic version of herself. Her humanoid form is covered in tufts of brown and cream hair with teal bangs crowning her head with long brown hair otherwise. She is skinny like Mihoshi, although not as tall. In both forms her eyes are yellow. She shapeshifted into a small child form to become more comfortable with bipedal movement and to learn about the world around her better. She became an ever-present companion of Sasami either as a little girl or a small cabbit afterwards. She began learning how to walk and talk, spurred along by a desire to court Tenchi as a mate which was encouraged by Sasami (and horrified Ayeka and Ryoko). &lt;br /&gt;
&lt;br /&gt;
Ryo-Ohki has a very simplistic mind, roughly analogous to a small child. She is a creature of instinct and impulse, but benevolent and caring despite that. She possesses animal instincts and acts very hostile via hissing and growling at an imposter Ryoko at one point. Ryoko has the ability to control Ryo-Ohki with command and telepathy, although without Washu&#039;s gems she cannot perform this ability. Her dominance of Ryo-Ohki is not as complete as Kagato&#039;s over her without possessing all three gems, and Ryo-Ohki is able to put up mild resistance if need be while Ryoko only has two (which is the bulk of the series). &lt;br /&gt;
&lt;br /&gt;
Eventually, she mastered her full humanoid form and married Tenchi alongside the others. Ryo-Ohki would give birth to three girls, each looking like herself with less fur in their humanoid forms and when transformed appearing as normal Cabbits. Despite their strange appearance they attended kindergarten with Tenchi&#039;s other children and Tenchi&#039;s cousin Seina&#039;s son via Amane Kaunaq (who was born around the same time as the three). Each has different hair than their mother; one has slightly less teal on the sides, one has a shock of teal at the widows peak and teal eyebrows, and one has brown forehead bangs although all three have forehead gems. The final Cabbit daughter had difficulty transforming into a human and was not able to attend school until she managed to transform in order to grab the hand of Amane&#039;s son thinking he was going to trip and fall off a cliff (in reality, he was barely a few feet off the ground). It is unknown if the three Cabbit daughters can transform into spaceships. One would become a class president in her teenage years, one became bookish, and one became an athlete. All three would eventually marry Seina&#039;s son (with Ryo-Ohki appearing make it somewhat of a shotgun wedding considering her expression in the silent comic). &lt;br /&gt;
&lt;br /&gt;
Whether or not Ryo-Ohki ever learned to speak in the OVA is unknown, although she is seen in a silent comic (as in no text) consoling Ryoko and Ayeka&#039;s daughters after they were frightened when the final stage of her pregnancy turned her into a giant crystal. &lt;br /&gt;
&lt;br /&gt;
In the Universe series, Ryo-Ohki cannot assume a human form and is one of a race of beings similar to herself. Ryoko&#039;s rival, Nagi, has a tan male named Ken-Ohki who Ryo-Ohki is romantically interested in. She has no backstory in this series, but Ken-Ohki&#039;s presence implies that she is not a unique creature there is in fact an entire species of them.&lt;br /&gt;
&lt;br /&gt;
In Tenchi in Tokyo, Ryo-Ohki starts off as Sasami&#039;s pet and has no association with Ryoko. Along with turning into a spaceship, she can turn into a giant pink robot.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Mihoshi Kuramitsu&#039;&#039;&#039;&lt;br /&gt;
Descendant of Washu and Mikamo, Mihoshi is a Galaxy Police officer who operated near Earth. Starting with Mikumo onwards, her family is known both for their great luck and strange abilities that appear generation to generation (for example, Mihoshi&#039;s mother Mitoto Kuramitsu seems to be able to teleport randomly around reality and despite merely being a janitor for the Galaxy Police can suddenly appear almost anywhere without realizing she&#039;s not mopping the floor of Galaxy Police headquarters anymore). &lt;br /&gt;
&lt;br /&gt;
Mihoshi is dark-skinned, blond-haired , and blue-eyed. She is lanky and tall, and has large canine teeth. This last feature may be an indication of her lineage from Washu rather than a trait of Kurumitsu peoples. Her hair is always tied, and appears to be styled and have lots of volume. &lt;br /&gt;
&lt;br /&gt;
After her rescue by Tenchi she came to live at the Masaki house, and destroys it on an almost daily basis due to her inability to land her ship and her refusal to allow her computer partner, Yukinojo, pilot. She gives half of her salary to Nobuyuki each month to pay for the repairs, but she is unaware just how much it costs to fix each time and believes she is actually covering it. Washu has attempted many different methods of saving the house in the comics, from repairbots living in the walls (which grew to be feral and predatory due to exhaustion) to homing beacons (which Mihoshi inevitably either places in the wrong location (such as keeping it inside the ship while it plummets towards the house at maximum speed), or simply doesn&#039;t turn on), all to absolutely no success. &lt;br /&gt;
&lt;br /&gt;
Her grandfather Marshal Anderson is the current head of the Galaxy Police, and although it&#039;s unstated if the Kuramitsu still have an Emperor Mihoshi or her descendants would be eligible to take the position if so. &lt;br /&gt;
Much of Mihoshi&#039;s intended backstory is unexplained, as Kajishima has yet to write the background novel centered around her he intended to while appearances in later works are minimal and usually only pertain to jokes or plot devices.&lt;br /&gt;
&lt;br /&gt;
Originally one of the best and brightest officers, an incident that has only been hinted at damaged her mind and made her unable to focus on almost anything for prolonged periods of time. It involved an arranged marriage of some kind, with her fiance abandoning her resulting in a suicide which lead to her family paying a great deal of money to have her resurrected somehow. The results of the resurrection are something that was apparently planned by the Choushin before they parted ways (which makes little sense as Tsunami had not even created life yet) and directly resulted in Tenchi ascending as the Kami. Furthermore, Mihoshi has demonstrated the ability to travel safely between dimensions at will without even realizing what she has done, something Washu cannot understand or explain despite extensive research. Kajishima has stated that Mihoshi rarely lets her hair down as it results in slow memory loss (yep, she&#039;s Dori). Fans have theorized based on the appearance of the catatonically depressed Mihoshi in flashbacks that she may have somehow become involved in Tokimi&#039;s extra-dimensional powers or events, although that is purely speculation. &lt;br /&gt;
&lt;br /&gt;
Mihoshi eats constantly, is the epitome of the &amp;quot;dumb blond&amp;quot; (although in the OVA she is the most intelligent and competent of all the versions of Mihoshi in the other series), lives like a slob with the inside of her ship looking more like a bachelor pad than a police officer&#039;s vehicle with underwear and half-eaten containers of food on every surface, and while not selfish will show a lack of understanding of others until something is pointed out to her (when asked to stop Ryoko and Ayeka from destroying the house during a fight she called on them to think of how that would ruin her dinner until she realized that it would ruin EVERYONE&#039;S dinners and became more frantic in her attempts). The paperwork submitted to her superiors contains every bit of detail she can think of, repeated constantly and in the first person, which forces them to hire a small team solely for the purpose of deciphering what she&#039;s trying to say and censor it if it contains sensitive information (such as the weaknesses of Jurai&#039;s defenses, or the fact that the all powerful God lives on Earth and she&#039;s pregnant with his child). Like all Galaxy Police officers she carries sidearms, has a patrol ship which can turn into a mecha, and must regularly patrol her sector and respond to alerts. She also has a cube that functions like a [[Bag of Holding]], while pocket dimensions seem to be a rarity unless being created liberally by an advanced scientific mind like Washu. No explanation is ever given on the cube.&lt;br /&gt;
&lt;br /&gt;
Mihoshi is a sleepwalker, and after Ryoko and Ayeka&#039;s marriage to Tenchi she unintentionally claims his virginity in the dark while the two fight to see who is his first. She and Noike become pregnant with Tenchi&#039;s children around the same time, after Ryoko and Ayeka however, with her giving birth to a daughter that cried frequently as an infant, and as an older child was never seen not laughing or smiling. &lt;br /&gt;
Along with Nioke and the wives of Tenchi&#039;s cousin Seina, Mihoshi took a great deal of sadistic joy dressing up Seina&#039;s blond-haired son in drag as the Disney Cinderalla and wore a look of concern when the young boy pretended to show interest in Tenchi. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Washu Hakubi&#039;&#039;&#039;&lt;br /&gt;
One of the three Choushin who created the universe, taking on a more mortal form to interact with her creations. Washu has been severely hurt in the past when she fell in love with an alien noble and bore him a son, only for the man&#039;s parents to forcibly seperate her from her family(Ironically, said family are Mihoshi&#039;s ancestors). As a result, she spends most of her time in the guise of a child version of herself, usually returning to adult form only to make a point or to try and seduce Tenchi.&lt;br /&gt;
&lt;br /&gt;
Although a genius, Washu is also playful and arguably kind of crazy. She has her own extradimensional lab the size of a planet accessible through the cupboard under the stairs in the Masaki shrine, but is fond of bizarre tricks and of tormenting others, especially Tenchi and her daughter, Ryoko.&lt;br /&gt;
&lt;br /&gt;
In the alternate continuity anime series, Tenchi Universe, due to the abandoning of the incest-laden Choushin plotline, Washu was re-envisioned by amplifying her craziness; here, she&#039;s a mortal (but still incredibly brilliant) mad scientist who was sealed away by her peers for her reckless endangerment of the universe by creating multiple doomsday weapons, which she didn&#039;t even consider to be a big deal. Her irresponsibility comes up again when she creates a machines that bends reality and not doing much to stop the cast from messing with it resulting in the creation of multiple alternate realities (with everyone but Ryoko&#039;s and Sasami&#039;s ideal realities going bad), a robot version of herself that she put weapons on for no good reason, and a humorous mention by Tenchi that post series she nearly destroyed the universe.&lt;br /&gt;
&lt;br /&gt;
In Tenchi in Tokyo, Washu is instead Ryoko&#039;s partner, and plays a considerably less role than in Universe, which already downplayed her role from the OVA.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Noike Kamiki Jurai&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Katsuhito Masaki/Yosho Masaki Jurai&#039;&#039;&#039;&lt;br /&gt;
The former Prince of Jurai who was stranded on Earth after capturing Ryoko. Having grown to dislike his throne, he was happy to set himself up for a comfortable life in self-imposed exile, posing as a humble kendo-practicing shrine keeper and marrying a succession of human brides. He is Ayeka&#039;s half-brother on their father&#039;s side and was originally engaged to marry her. A master swordsman, he taught Tenchi everything he knows.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Nobuyuki Masaki&#039;&#039;&#039;&lt;br /&gt;
Yosho&#039;s son-in-law (and a descendant of Yosho by one of Yosho&#039;s previous human brides), Tenchi&#039;s widower father. A successful architect, he lives on his own back in Kurashiki whilst Tenchi lives with his aspiring harem in the Masaki Shrine in Okayama. A nice guy, but a bit of a lech. He later remarries a woman named Rhea, and their son Kenshi ends up getting Isekai-ed to his mother&#039;s home dimension where, true to form, he ends up piloting a magical mecha, compressing a mountain into a sword, and getting a bigger harem than Tenchi&#039;s. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Emperor Azusa Masaki Jurai&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Misaki Jurai&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Funaho Jurai&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Kiyone Makibi&#039;&#039;&#039; &lt;br /&gt;
Outside of the OAV continuity, Kiyone is the Long-suffering Galaxy Police partner of Mihoshi. She actually became fairly popular in the fandom, to the point that many fanfic writers would include Kiyone in stories otherwise set in the OAV continuity. The third OAV series then introduced Noike, who is pretty much Kiyone in everything &#039;&#039;but&#039;&#039; name. &lt;br /&gt;
:&#039;&#039;&#039;Seina Yamada&#039;&#039;&#039; &lt;br /&gt;
Tenchi&#039;s classmate, and protagonist of the Anime spinoff &#039;&#039;&#039;Tenchi Muyo GXP&#039;&#039;&#039;. Seina has &#039;&#039;horrible&#039;&#039; luck. If something bad &#039;&#039;can&#039;&#039; happen, it &#039;&#039;will&#039;&#039; happen, and it will happen to &#039;&#039;him&#039;&#039;. Standing too close to him can even cause his bad luck to temporarily rub off on you. He ends up getting accidentally(and forcibly, thanks to his greedy family) recruited into the Galaxy Police. The GP soon learns to weaponize his bad luck(If he keeps accidentally jumping right onto the middle of Space pirate fleets, then you know right where said pirates are going to be, and can set a trap for them), and he soon ends captaining his own ship. This being Tenchi Muyo, of course, most of his crew is female(including the GP officer who recruited him, his Childhood crush((a distant cousin of Tenchi&#039;s who turns out to be a GP officer herself, and a &#039;&#039;stone cold killer&#039;&#039; when Seina is in real danger), a Space Pirate spy, and an alien priestess who&#039;s older than she looks), and he ends up marrying them all(and four alien princesses at the last minute. Blame Lady Seto). He ends up having three sons who all wind up marrying Tenchi&#039;s seven daughters. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Kagato&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Dr. Clay&#039;&#039;&#039;&lt;br /&gt;
One of Washu&#039;s former rivals from the Galactic Science Academy, an ugly, overweight, overbearing asshole who styles his hair and beard to look like an octopus (to counteract Washu&#039;s hair resembling a crab). He creates a fake-Ryoko that kidnaps Tenchi before going rogue and turning against him for his abuse.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tokimi&#039;&#039;&#039;&lt;br /&gt;
Washu and Tsunami&#039;s sister-Choushin, who decided to pursue the experiment by creating her own universe and plunging it into endless, pointless wars that resulted in countless casualties. This helped engineer the superhuman she wanted, but came back to bite her in the ass when he decided he wanted to use his power to kill her for creating them as just her playthings. Not evil, but ignorant, unthinking and without a lot of empathy for lower-dimensional beings.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Z-0001332536893&#039;&#039;&#039;&lt;br /&gt;
Tokimi&#039;s ultimate creation, her universe&#039;s analogue to Tenshi, driven into a theocidal fury by the destruction of his family and the torturous experiments he underwent to achieve his power. Tries to kill Tokimi and then chases her into Tenchi&#039;s universe, where his willingness to destroy Earth - and everything else - as collateral damage in his fight against Tokimi induces Tenchi to fight him.  Also not quite evil: he &#039;&#039;intended&#039;&#039; to rewind time and put everything back once he&#039;d gotten his revenge.&lt;br /&gt;
&lt;br /&gt;
Exactly what happens to him in the end is ambiguous, but the most popular theories involve either Tokimi sending him back in time to live out his life with his family in a rebuilt version of his original universe, or Tokimi reincarnating him into Tenchi&#039;s half-brother and spin-off protagonist Kenshi Masaki, potentially with an eye towards taking a swing at him herself eventually, after seeing how happy being with Tenchi made her sisters and getting interested in the idea.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Seiryo&#039;&#039;&#039;&lt;br /&gt;
A Pink-haired Jurarian noble who was chosen by Emperor Azusa to be Ayeka&#039;s fiance. He challenges Tenchi to a duel for her hand, which is brutally interrupted when Seiryo chose to start the duel just outside Mihoshi&#039;s &amp;quot;landing&amp;quot; spot. He reappears in GXP, now sporting a hate-boner against Earthlings, which causes problems for poor Seina.  &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Misao Kuramitsu&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Ships, Robots, and Mecha&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Spaceship Ryo-Ohki&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Guardians of Jurai: Azaka and Kamidake&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Ryu-Oh&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Mihoshi&#039;s Battle Suit&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Mihoshi&#039;s Patrol Shuttle&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Kagato&#039;s Giant Cobra Robots&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;The Soja&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Kagato&#039;s Floating Head Robots&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Tsunami: &amp;quot;The Ship of the Beginning&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Washu&#039;s Ethereal Laptop and Floating Cushion&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Washu Dolls&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Washu&#039;s Subspace Laboratory&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Battleship Shunga&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Dr. Clay&#039;s Escape Ship&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
::&#039;&#039;&#039;Octopus Head Robots&#039;&#039;&#039;&lt;br /&gt;
::*&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Locations in the Tenchi OVA are also explored at length to help establish the setting for DMs. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Crunch=&lt;br /&gt;
Due to the fact the game is INCREDIBLY easy to break and is more intended to revolve around situation than actual combat, its outright encouraged for players to choose fun powers and character quirks rather than simply to min/max. Any players should also expect a DM to be prepared to shut certain characters out of the action if need be, as that&#039;s exactly what happens in the show from time to time (because logically Ryoko or Washu can eliminate almost any threat short of Kagato and Tokimi, making characters like Mihoshi and Ayeka redundant). &lt;br /&gt;
Players are encouraged to talk about the plot of the game with the DM prior to creating characters, including the tone of the game (drama, action, tragedy, comedy?) and the timeline (one single plot event, or an ongoing series of hanging around the Masaki household trying to make things work and multiple villains invading?), and the Character Points available to use for new characters (which are decided by the DM, and not all players or NPC&#039;s are required to be the same level). &lt;br /&gt;
&lt;br /&gt;
==Character Creation==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The rules involving statting characters, including NPCs.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Background===&lt;br /&gt;
Characters suggested by the rulebook come in the following varieties:&lt;br /&gt;
* Central characters canon to the series, such as playing Ryo-Okhi or Katsuhito.&lt;br /&gt;
* Players are allowed to be the villains with DM approval. &lt;br /&gt;
* Original characters that fit logically into the universe such as Tenchi&#039;s classmates, a fourth Choushin, or a space mercenary like Dr. Clay. &lt;br /&gt;
&lt;br /&gt;
Then it is suggested to decide on character background.&lt;br /&gt;
* House of Jurai characters begin with the Jurai Power ability, and have access to advanced technology although the character requires a background more extensive than most and their backstory will almost certainly factor into the plot in an ongoing series game. &lt;br /&gt;
* Jurai-Earthling Mix characters most resemble the main cast of the series, such as Tenchi and Katsuhito making them the &amp;quot;Human&amp;quot; race of the game. Human mixes prior to Azusa and Funaho would have to have been kept secret or else the humans would have died normally (as an extreme version of the Elf/Human romance where most of human civilization is younger than the Elf analogue), since the revelation of Masaki&#039;s descendants being the people of Earth to the general galactic public came with them. &lt;br /&gt;
* Galactic Citizen characters are of the other alien races in the setting. Only the Kuramitsu and Airai are given much background, with several aliens of different minor variations from humans and a few looking like bipedal animals appearing at various points in the series, usually as Galaxy Police. One arc of the comics involved the cast traveling the universe and meeting other races, most of which were unnamed and looked identical to normal humans (on a planet of darker skinned people, Ayeka asks if they are Kuramitsu with Mihoshi identifying their skin tone as being one shade lighter than hers in printing terms and goes on to say that means the&#039;re a totally different species). In another series, Tenchi and the cast also cross the universe and barring Juraians all people simply look and act like 1980&#039;s humans. Galactic Citizen characters have access to the more technological powers and have the suggested Galaxy Police, space pirate, or super-scientist archtypes. &lt;br /&gt;
* Earthling characters are a non-factor in the OVA series, only being important in other Tenchi Muyo universes, but are nonetheless presented as an option. Unless you plan on the character being Sasami without any of the Tsunami moments however, giving a reason to have a giant robot is important (with &amp;quot;helped save a Galaxy Police officer and recruited into their ranks&amp;quot; being suggested by the rulebook). &lt;br /&gt;
* Unique Entity characters are the final presented character type, representing fusion backgrounds (beware, [[Mary Sue]] potential is high) like Sasami being both a House of Jurai character in addition to being a Choushin, Washu being a super-scientist who is secretly a Choushin, Ryoko and Ryo-Ohki being Mass beings who are empowered by the energy of a Choushin, or Tenchi being Jurai-Earthling and also God and created the Choushin. So long story short, probably a Choushin related character. &lt;br /&gt;
&lt;br /&gt;
It is important to note that Mass Power characters are presented as an option, and it is shown by Dr. Clay that the Academy still has the research Washu had done on Mass while being able to create lifeforms without using her gems. Thus Mass characters are possible if somehow tied to the Academy, or a character from the Academy. &lt;br /&gt;
&lt;br /&gt;
===Stats===&lt;br /&gt;
As the Tenchi Muyo RPG still used the Tri-stat system, character attributes consisted of the Body Stat, the Mind Stat, and the Soul Stat. Body obviously represented STR and CON, Mind was INT and part of WIS, Soul combines WIS and all &amp;quot;magic&amp;quot;. Ryoko is the example of Body superiority (hehe), Washu mind, and Tenchi Soul.&lt;br /&gt;
Stats are put on a scale of 1-12. &lt;br /&gt;
* 0 Useless or unable.&lt;br /&gt;
* 1 Failure.&lt;br /&gt;
* 2 Significantly below human average.&lt;br /&gt;
* 3 Below average.&lt;br /&gt;
* 4 Average (the D&amp;amp;D 10).&lt;br /&gt;
* 5 Above average.&lt;br /&gt;
* 6 Significantly above average.&lt;br /&gt;
* 7 Highly capable.&lt;br /&gt;
* 8 Extremely capable.&lt;br /&gt;
* 9 Best around.&lt;br /&gt;
* 10 Best on Earth.&lt;br /&gt;
* 11 Historical skill.&lt;br /&gt;
* 12 The best in the universe, without equal.&lt;br /&gt;
&lt;br /&gt;
Stats are attained by spending Character Points on them, but as Character Points are also spent on abilities called Character Attributes you will have to choose where they will go. Barring special circumstances the characters must have at least one point in each stat (special circumstances may be playing a ghost with 0 Body, being essentially an animal like some non-OVA versions of Ryo-Ohki with 0 Mind, or being an extension of another character&#039;s will like Azaka and Kamidake (the giant totem pole robots that follow Ayeka around) with 0 Soul. &lt;br /&gt;
A suggested point amount given to players is 55 for a Season 1 version of the OVA. &lt;br /&gt;
&lt;br /&gt;
The Body stat grants a bonus level of the Speed Character Attribute at rank 10-12, making a character with 12 Body and all 6 ranks in Speed moving at damn near an [[/co/|attosecond]]. &lt;br /&gt;
&lt;br /&gt;
The game has no experience or level system to speak of, with any further boons (sometimes specific things added to the character, sometimes just more blank check Character Points) being granted at the DM&#039;s discretion. Generally speaking, only in a campaign running for a long period of in-universe time will characters grow while specific adventures will likely see characters stay as created. &lt;br /&gt;
&lt;br /&gt;
===Character Attributes===&lt;br /&gt;
Character Attributes come in 6 levels each. They combine what would be character class and feats. Each is tied to one of the three core stats if it requires a dice-roll. Some can be used in conjunction with each other (with a given example being Appearance also working with Art of Distraction), and the rulebook specifies players must discuss if the DM will allow different combinations than specificed before attempting it (so a player could try to use Damn Healthy! with Reincarnation to be restored faster). With permission from the DM players can go beyond the 6 levels, and villains are suggested to get more than that if a single character is supposed to be against a group so they don&#039;t become cookie-cutters with points in everything.&lt;br /&gt;
&lt;br /&gt;
Some give Power Points in the Mecha, Jurai, or Mass categories. These are used to buy Sub-Attributes, or special abilities, in those categories. &lt;br /&gt;
&lt;br /&gt;
The rulebook has statted each member of the main cast and provided examples of where they fall for comparison, although since the rulebook only relies on the first season of the OVA they do not reflect later lore, and are also very subject to interpretation. &lt;br /&gt;
&lt;br /&gt;
====Appearance====&lt;br /&gt;
Each rank costs 1 point. Rolls involve the Body stat. &lt;br /&gt;
&lt;br /&gt;
Older D&amp;amp;D players would know this as Comeliness. It&#039;s the physical aspect of CHA, although it&#039;s required by players to identify what they are going for when taking ranks in this (as Sasami would (hopefully) inspire affection rather than arousal, while Ryoko taking ranks in this would be different from Ryo-Ohki doing the same). Although not identified by the rulebook, one could also go with something like &amp;quot;Intimidating&amp;quot; or &amp;quot;Forgettable&amp;quot; which may factor into the need to discuss with DM&#039;s before playing. The rulebook identifies character parallels for this.&lt;br /&gt;
* 0 Average. Tenchi tier.&lt;br /&gt;
* 1 Moderate. Kagato/Sasami tier.&lt;br /&gt;
* 2 Quite (chosen appearance). Ayeka, Washu, Ryoko tier.&lt;br /&gt;
* 3 Very (chosen appearance). Adult Sasami/Tsunami tier.&lt;br /&gt;
* 4 Extremely (chosen appearance). Art of Distraction increased by 1. Ryo-Ohki in Cabbit or child form for cuteness. &lt;br /&gt;
* 5 Legendary (chosen appearance). Art of Distraction increased by 2.&lt;br /&gt;
* 6 Unparallelled (chosen appearance). Art of Distraction increased by 3.&lt;br /&gt;
&lt;br /&gt;
====Art of Distraction====&lt;br /&gt;
Each rank costs 1 point. Rolls involve the Body stat for physical distraction through sex appeal or misdirection, or Soul stat if trying to persuade, use words, sheer willpower, or by playing on emotion.&lt;br /&gt;
&lt;br /&gt;
The first use is simply distracting the opponent, although as Starlord (who?) proved this can be VERY useful and it&#039;s reflected in the mechanics. The second is what most [[Diplomancer|Diplomancers]] would use frequently. Gains a bonus from high Appearance if the Body stat version is being used. This can be used at any time, making it VERY useful to have for at least one rank on one character. Multiple characters can pool their Art of Distraction ranks if working together on the same dice roll. &lt;br /&gt;
&lt;br /&gt;
* 0 Nobody pays any more attention to you than anyone else.&lt;br /&gt;
* 1 Can distract one target intentionally. Mihoshi and pre-modifier Ryo-Ohki tier.&lt;br /&gt;
* 2 Can distract two targets. Ryo-Ohki due to Appearance synergy.&lt;br /&gt;
* 3 Can distract a small crowd of 1-10. &lt;br /&gt;
* 4 Can distract a medium crowd of 11-50.&lt;br /&gt;
* 5 Can distract a large crowd of 50-200.&lt;br /&gt;
* 6 Can distract a very large crowd of 200-1000.&lt;br /&gt;
&lt;br /&gt;
====Combat Mastery====&lt;br /&gt;
Each rank costs 2 points. &lt;br /&gt;
&lt;br /&gt;
Covers a character&#039;s knowledge and/or training in fighting with all weapon types including unarmed. While you can advance your abilities in specific weapons, this gives the character better all-around knowledge. &lt;br /&gt;
&lt;br /&gt;
* 0 Your character is as good at using a new weapon as you yourself would be.&lt;br /&gt;
* 1 Combat Value increased by 1. &lt;br /&gt;
* 2 Combat Value increased by 2. Tenchi tier.&lt;br /&gt;
* 3 Combat Value increased by 3. Katsuhito tier.&lt;br /&gt;
* 4 Combat Value increased by 4.&lt;br /&gt;
* 5 Combat Value increased by 5.&lt;br /&gt;
* 6 Combat Value increased by 6. &lt;br /&gt;
&lt;br /&gt;
====Damn Healthy!====&lt;br /&gt;
Each rank costs 1 point. &lt;br /&gt;
&lt;br /&gt;
Increases HP of characters, and works with the Body stat for overall CON related saves. &lt;br /&gt;
&lt;br /&gt;
* 0 As healthy as your Body stat allows.&lt;br /&gt;
* 1 +10 HP.&lt;br /&gt;
* 2 +20 HP. Mihoshi level.&lt;br /&gt;
* 3 +30 HP. Ryoko level, with her high Body and Soul making her almost indestructible.&lt;br /&gt;
* 4 +40 HP.&lt;br /&gt;
* 5 +50 HP.&lt;br /&gt;
* 6 +60 HP.&lt;br /&gt;
&lt;br /&gt;
====Divine Relationship====&lt;br /&gt;
Each rank costs 1 point. &lt;br /&gt;
&lt;br /&gt;
This is the Luck stat of the game, and can represent anything from the will of the universe guiding them or just being a moron that the plot requires to survive. Since this power works with &amp;quot;game sessions&amp;quot;, it gets weaker in prolonged sessions requiring a lot of dice rolls. As a result, players may want to houserule it stronger or weaker as needed. &lt;br /&gt;
&lt;br /&gt;
* 0 No masters.&lt;br /&gt;
* 1 Can reroll one dice per game.&lt;br /&gt;
* 2 Can reroll two dice per game. Tenchi is at this level due to having Tsunami&#039;s favor, and also being lucky in general.&lt;br /&gt;
* 3 Can reroll three dice per game.&lt;br /&gt;
* 4 Can reroll four dice per game.&lt;br /&gt;
* 5 Can reroll five dice per game.&lt;br /&gt;
* 6 Can reroll six dice per game. Sasami (being Tsunami herself) and Mihoshi (having little other redeeming abilities) are in this rank. &lt;br /&gt;
&lt;br /&gt;
====Energy Bonus====&lt;br /&gt;
Each rank costs 1 point. &lt;br /&gt;
&lt;br /&gt;
Characters can use more Energy in combat.&lt;br /&gt;
&lt;br /&gt;
* 0 You channel energy as much as anyone else &amp;quot;average&amp;quot; could.&lt;br /&gt;
* 1 +10 Energy Points.&lt;br /&gt;
* 2 +20 Energy Points.&lt;br /&gt;
* 3 +30 Energy Points.&lt;br /&gt;
* 4 +40 Energy Points.&lt;br /&gt;
* 5 +50 Energy Points. Tenchi&#039;s ability to manifest Light Hawk Wings at an almost divine level puts him here.&lt;br /&gt;
* 6 +60 Energy Points.&lt;br /&gt;
&lt;br /&gt;
====Focused Damage====&lt;br /&gt;
Each rank costs 1 point. &lt;br /&gt;
&lt;br /&gt;
Character chooses a type of attack, such as a martial arts ability or a specific weapon, which becomes much stronger.&lt;br /&gt;
&lt;br /&gt;
* 0 You don&#039;t have a signature move.&lt;br /&gt;
* 1 +10 damage.&lt;br /&gt;
* 2 +20 damage. Since Ryo-Okhi is strong enough to chew through metal, her biting attacks have this.&lt;br /&gt;
* 3 +30 damage.&lt;br /&gt;
* 4 +40 damage.&lt;br /&gt;
* 5 +50 damage.&lt;br /&gt;
* 6 +60 damage.&lt;br /&gt;
&lt;br /&gt;
====Heightened Jurai Power====&lt;br /&gt;
Each rank costs 1 point.&lt;br /&gt;
&lt;br /&gt;
This adds on to the Jurai Power abilities. These give less Power Points for the same amount of Character Points than Jurai Power, and thus should only be taken if maxed out in that unless you only need a few more points (for example, needing 47 points instead of just 50) for what you want to do. You can&#039;t take this without one rank of Jurai Power obviously. These abilities primarily represent the bullshit Tenchi is capable of. &lt;br /&gt;
&lt;br /&gt;
* 0 You are average (as a Juraian). &lt;br /&gt;
* 1 +2 Power Points.&lt;br /&gt;
* 2 +5 Power Points.&lt;br /&gt;
* 3 +7 Power Points.&lt;br /&gt;
* 4 +10 Power Points.&lt;br /&gt;
* 5 +12 Power Points.&lt;br /&gt;
* 6 +15 Power Points.&lt;br /&gt;
&lt;br /&gt;
====Heightened Mass Power====&lt;br /&gt;
Each rank costs 1 point. &lt;br /&gt;
&lt;br /&gt;
The same as above, but for Mass Power. &lt;br /&gt;
&lt;br /&gt;
* 0 You are a normal...creature made of Mass.&lt;br /&gt;
* 1 +2 Power Points.&lt;br /&gt;
* 2 +5 Power Points.&lt;br /&gt;
* 3 +7 Power Points.&lt;br /&gt;
* 4 +10 Power Points.&lt;br /&gt;
* 5 +12 Power Points.&lt;br /&gt;
* 6 +15 Power Points.&lt;br /&gt;
&lt;br /&gt;
====Heightened Senses====&lt;br /&gt;
Each rank costs 1 point. Rolls involve the Body stat. &lt;br /&gt;
&lt;br /&gt;
The senses of the character are naturally improved. These can be taken to greatly improve one sense (taste, touch, sight, smell, or hearing), or a general rank for all of the above slightly.&lt;br /&gt;
&lt;br /&gt;
* 0 Daredevil with a headcold. &lt;br /&gt;
* 1 Slight heightening (or x2 single sense). Katsuhito has this.&lt;br /&gt;
* 2 x2 heightening (or x4 single sense).&lt;br /&gt;
* 3 x3 heightening (or x6 single sense).&lt;br /&gt;
* 4 x4 (or x8 single sense).&lt;br /&gt;
* 5 x5 (or x10 single sense).&lt;br /&gt;
* 6 x6 (or x12 single sense).&lt;br /&gt;
&lt;br /&gt;
====Highly Skilled====&lt;br /&gt;
Each rank costs 1 point. Rolls involve different stats.&lt;br /&gt;
&lt;br /&gt;
Gives additional Skill Points, and can be taken as many times as you want even without DM permission.&lt;br /&gt;
&lt;br /&gt;
* 0 Your skill is weak!&lt;br /&gt;
* 1 +10 Skill Points.&lt;br /&gt;
* 2 +20 Skill Points. Tenchi&#039;s years of training at the Masaki Shrine have put him here. &lt;br /&gt;
* 3 +30 Skill Points.&lt;br /&gt;
* 4 +40 Skill Points.&lt;br /&gt;
* 5 +50 Skill Points. Katsuhito&#039;s long life of experience has put him here.&lt;br /&gt;
* 6 +60 Skill Points.&lt;br /&gt;
====Item of Power====&lt;br /&gt;
Each rank costs 2 points. Rolls sometimes require Soul.&lt;br /&gt;
&lt;br /&gt;
Grants the character a powerful item they can use. The rough idea of the item is it grants a boost to Mecha, Jurai, or Mass Power Points. However some can come with different powers beyond this and may be a higher rank than the actual bonuses granted, which fall on the DM to approve (which would be basically starting with a magic item). Obviously the item has to still belong to the character, and if lost the bonus it provides is gone as well.&lt;br /&gt;
&lt;br /&gt;
* 0 No phat lewt for you. &lt;br /&gt;
* 1 Small advantage, or 5 Mecha/Jurai/Mass Power Points.&lt;br /&gt;
* 2 Moderate advantage, or 6-10 Mecha/Jurai/Mass Power Points.&lt;br /&gt;
* 3 Good advantage, or 11-15 Mecha/Jurai/Mass Power Points. Tenchi&#039;s Master Key sword hilt is at this level.&lt;br /&gt;
* 4 Great advantage, or 16-20 Mecha/Jurai/Mass Power Points.&lt;br /&gt;
* 5 Extreme advantage, or 21-15 Mecha/Jurai/Mass Power Points.&lt;br /&gt;
* 6 &amp;quot;Primal&amp;quot; advantage, or 26-30 Mecha/Jurai/Mass Power Points. &lt;br /&gt;
&lt;br /&gt;
====Jurai Power====&lt;br /&gt;
Each rank costs 4 points. Roll stat varies.&lt;br /&gt;
&lt;br /&gt;
Jurai power is holy energy channeled from Tsunami through Jurai royal trees, and can be used by characters related to the Jurai nobility or character tied to another member of the Choushin. There are exceptions to this rule, such as Ryoko being a blood-daughter of Washu and being able to use Jurai Power through the gems containing all of Washu&#039;s divinity, or Kagato using the Soja to empower himself as it&#039;s power is based on the energy radiated by the gems. &lt;br /&gt;
&lt;br /&gt;
Jurai Power characters can use an Item of Power (even one belonging to another character if it accepts them) to control Jurai ships, and have natural energy powers including energy swords and projectiles, force fields, psychic powers, and transmutation. &lt;br /&gt;
&lt;br /&gt;
* 0 You ain&#039;t Choushin powered. Feel free to hate those rich assholes and their hippy spaceships. &lt;br /&gt;
* 1 +10 Power Points.&lt;br /&gt;
* 2 +20 Power Points.&lt;br /&gt;
* 3 +30 Power Points.&lt;br /&gt;
* 4 +40 Power Points.&lt;br /&gt;
* 5 +50 Power Points. This is where Tenchi falls on the scale according to the rulebook.&lt;br /&gt;
* 6 +60 Power Points.&lt;br /&gt;
&lt;br /&gt;
====Mass Power====&lt;br /&gt;
Each rank costs 4 points. &lt;br /&gt;
&lt;br /&gt;
Mass Powers are granted to characters who were created or altered using Mass, like Ryoko and Ryo-Ohki, or to characters who have Items of Power derived from Mass (usually a crystalline form) like Kagato with his fancy space pimpmobile. &lt;br /&gt;
Mass biology is strange, and so are the abilities they grant which range from selective incorporeability to duplicating yourself to physical transformation. &lt;br /&gt;
Mass beings can merge with each other, with the resulting creature possessing memories and the physical attributes of the components. There is sometimes a byproduct or remaining being, and these can by connected somehow. Examples are Ryoko and Ryo-Ohki&#039;s side by side creation linking the two somehow, Kagato being the result of an unnamed Mass biped merging with Naja&#039;s clone and leaving a small girl linked to Kagato, Ryoko merging with a physical copy of herself to become more emotionally open, and Ryo-Ohki merging with a hivemind Mass biped to gain a humanoid form and the capacity for advanced learning. &lt;br /&gt;
&lt;br /&gt;
* 0 You are not Massamatical. &lt;br /&gt;
* 1 +10 Power Points.&lt;br /&gt;
* 2 +20 Power Points. Ryo-Ohki is here.&lt;br /&gt;
* 3 +30 Power Points.&lt;br /&gt;
* 4 +40 Power Points.&lt;br /&gt;
* 5 +50 Power Points. Ryoko is here. &lt;br /&gt;
* 6 +60 Power Points. &lt;br /&gt;
&lt;br /&gt;
====Mechanical Genius====&lt;br /&gt;
Each rank costs 2 points. Rolls require the Mind stat.&lt;br /&gt;
&lt;br /&gt;
While ranking up the Electronics and Mechanics skills represents training or practice, this represents advanced knowledge or simply natural skill. They can repair, build, or alter machines slightly better and much faster than simply skilled characters can.&lt;br /&gt;
&lt;br /&gt;
* 0 You have to look up how to program a 1990&#039;s VCR.&lt;br /&gt;
* 1 Repairs and builds at x2 speed, + 1 Mechanics and +1 Electronics skills.&lt;br /&gt;
* 2 Repairs and builds at x5 speed, +1 Mechanics and +1 Electronics skills.&lt;br /&gt;
* 3 Repairs and builds at x10 speed, +2 Mechanics and Electronics skills.&lt;br /&gt;
* 4 Repairs and builds at x20 speed, +2 Mechanics and Electronics skills.&lt;br /&gt;
* 5 Repairs and builds at x50 speed, +3 Mechanics and Electronics skills.&lt;br /&gt;
* 6 Repairs and builds at x100 speed, +3 Mechanics and Electronics skills. Washu is here.&lt;br /&gt;
&lt;br /&gt;
====More Powerful Mecha====&lt;br /&gt;
Each rank costs 1 point. &lt;br /&gt;
&lt;br /&gt;
The same for the Mecha abilities as Heightened ______ is for Jurai and Mass Power. &lt;br /&gt;
&lt;br /&gt;
* 0 Your Mecha is average. Hang your head in shame.&lt;br /&gt;
* 1 +5 Mecha Points.&lt;br /&gt;
* 2 +10 Mecha Points.&lt;br /&gt;
* 3 +15 Mecha Points. Ayeka is given this rather than having another rank in Own A Big Mecha for crunch reasons.&lt;br /&gt;
* 4 +20 Mecha Points.&lt;br /&gt;
* 5 +25 Mecha Points.&lt;br /&gt;
* 6 +30 Mecha Points. &lt;br /&gt;
&lt;br /&gt;
====Own A Big Mecha====&lt;br /&gt;
Each rank costs 4 points. &lt;br /&gt;
&lt;br /&gt;
Character has a robot, spaceship, laboratory, or some other artificial cool thing. These are built like a separate character your main character uses, but unlike a character with Jurai or Mass Power, Own A Big Mecha points only affect the Mecha itself; if separated or it is destroyed, the main character doesn&#039;t get those points back (although they can be repaired or rebuilt usually). &lt;br /&gt;
&lt;br /&gt;
Unless otherwise specified, the Mecha defaults to power armor. The Mecha gains its own stats if it is granted AI. By technicality, Ryo-Ohki is a Mecha although the game treats her as a PC (or NPC) due to the fact she has her own mind. &lt;br /&gt;
&lt;br /&gt;
Multiple characters can invest their Own A Big Mecha ranks into one single device. This is usually to represent a ship, such as a Galaxy Police cruiser, but can be used for other things (such as Washu&#039;s pocket-dimension bathhouse?).&lt;br /&gt;
&lt;br /&gt;
* 0 You have no Mecha. What&#039;s wrong with you?&lt;br /&gt;
* 1 +20 Mecha Power Points.&lt;br /&gt;
* 2 +40 Mecha Power Points.&lt;br /&gt;
* 3 +60 Mecha Power Points.&lt;br /&gt;
* 4 +80 Mecha Power Points.&lt;br /&gt;
* 5 +100 Mecha Power Points.&lt;br /&gt;
* 6 +120 Mecha Power Points.&lt;br /&gt;
&lt;br /&gt;
====Personal Gear====&lt;br /&gt;
Each rank costs 1 point.&lt;br /&gt;
&lt;br /&gt;
This represents specialized gear like special weapons or rare materials. Things such as radios, flashlights, extra clothes, and so forth are not part of the Personal Gear ability. &lt;br /&gt;
Advanced technology only works if it is common enough to the tech level of the campaign, for example a game taking place on Jurai may allow Personal Gear to include shit straight out of Star Trek while a campaign based around Tenchi&#039;s friends as the PC&#039;s may not allow that. Each rank allows four minor items and one major item, although players can take eight minor items instead. Minor items are rare or expensive and would require the average person a month of wages to purchase, and include things like handguns, swords, medical kits, night vision equipment, camping gear, burglary tools, and computers. Major items are likely illegal, expensive, or highly restricted items like automatic weapons, laboratory supplies, energy weapons, a furnished room of some kind like a workshop, vehicles, RPG&#039;s, or space suits and ends where the Own A Mecha and Item of Power abilities begin. &lt;br /&gt;
&lt;br /&gt;
* 0 Entry-level murderhobo.&lt;br /&gt;
* 1 1 major, 4 minor.&lt;br /&gt;
* 2 2 major, 8 minor. Mihoshi is here with her basic Galaxy Police equipment, although the Dimensional Cube is an Item of Power and her ship is Own A Big Mecha.&lt;br /&gt;
* 3 3 major, 12 minor. &lt;br /&gt;
* 4 4 major, 16 minor.&lt;br /&gt;
* 5 5 major, 20 minor.&lt;br /&gt;
* 6 6 major, 24 minor.&lt;br /&gt;
&lt;br /&gt;
====Speed====&lt;br /&gt;
Each rank costs 1 point. Rolls require the Body stat.&lt;br /&gt;
&lt;br /&gt;
Represents the extreme speed of movement a character is capable of. At Body 10, characters receive 1 free rank in Speed, 2 ranks at Body 11, and 3 bonus ranks at 12 points of Body. &lt;br /&gt;
&lt;br /&gt;
* 0 100% playback speed.&lt;br /&gt;
* 1 x1.5 speed. Ryoko is here before counting her Body stat.&lt;br /&gt;
* 2 x2 speed. Ryoko is here after counting her Body stat.&lt;br /&gt;
* 3 x3 speed, +1 Initiative.&lt;br /&gt;
* 4 x4 speed, +2 Initiative, +1 Combat Value.&lt;br /&gt;
* 5 x5 speed, +3 Initiative, +1 Combat Value. &lt;br /&gt;
* 6 x6 speed, +4 Initiative, +1 Combat Value.&lt;br /&gt;
&lt;br /&gt;
====Unique Character Attribute====&lt;br /&gt;
Each rank costs between 1 and 4 points. Roll stat varies.&lt;br /&gt;
&lt;br /&gt;
This category is the blank slate for extra things to be houseruled in. Rather than increasing rank for greater effect, a single effect may be taken multiple times. Obviously this entire option requires DM approval.&lt;br /&gt;
&lt;br /&gt;
* 0 You are average water. &lt;br /&gt;
* 1 Small character or game effect. Ryo-Ohki has two of level this from the small crystals that function as her control system in spaceship form, and when not in that state can turn into weak versions of herself for labor or distraction. &lt;br /&gt;
* 2 Moderate character or game effect.&lt;br /&gt;
* 3 Large character or game effect.&lt;br /&gt;
* 4 Major character or game effect.&lt;br /&gt;
* 5 Extreme character or game effect.&lt;br /&gt;
* 6 &amp;quot;Primal&amp;quot; character or game effect. &lt;br /&gt;
&lt;br /&gt;
===Sub-Attributes===&lt;br /&gt;
&lt;br /&gt;
===Defects===&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
===Derived Values===&lt;br /&gt;
&lt;br /&gt;
===Background Points===&lt;br /&gt;
The book reiterates the importance of making a character rather than making stats and applying tropes, or making a character rather than an attention-whore that will solve all the problems themselves and win all the luv. DMs are actually given the ability to grant 1-3 more points for character creation if they approve of the character created, giving incentive to work together.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Playing==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The rules used in playing the game.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
===Dice===&lt;br /&gt;
&lt;br /&gt;
====Dice Checks====&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
===Mecha and Spaceships===&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Example Campaigns==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The given campaigns in the rulebook, and the separate campaign book. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==Miniatures==&lt;br /&gt;
Although no licensed miniatures have ever been made for Tenchi Muyo (a small chibi set was released, and Gashapons (approximately 3-6 inch sized figures sold in blind boxes or vending machines) exist which tend to be very expensive in addition to greatly oversized for tabletop gaming and usually don&#039;t include Tenchi himself) there are models released by various companies which make good alternatives.&lt;br /&gt;
* By removing the spear and replacing it with a sword or open hand, the &amp;quot;Wood Elf Goddess&amp;quot; from [[Dark Sword Miniatures]] is an excellent Ryoko or adult Washu. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Dark Sword Wood Elf Goddess.jpeg &amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &amp;quot;Nami&amp;quot; from [[Shadowforge]], despite the absolutely nightmarish paintjob used to advertise it, looks quite similar to Ryoko although modelers would want to replace the pistol with a light sword.&lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Shadowforge Nami-Ryoko.jpg &amp;lt;/gallery&amp;gt;&lt;br /&gt;
* &amp;quot;Liela Mordollwen Dark Elf Sorceress&amp;quot; from [[Reaper Miniatures]] resembles both Ryoko and Washu although many of the medieval details and both weapons should be removed. &lt;br /&gt;
&amp;lt;gallery&amp;gt; Image:Liela Mordollwen.png &amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Gallery=&lt;br /&gt;
&lt;br /&gt;
[[Category:Guardians of Order]][[Category:Roleplaying]]&lt;br /&gt;
[[Category: Weeaboo]]&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics&amp;diff=1011685</id>
		<title>Warhammer 40,000/9th Edition Tactics</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics&amp;diff=1011685"/>
		<updated>2026-05-20T16:20:27Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This page is meant to index pages for the Warhammer 40,000 tactics dumps, and also acts as a repository for more general 40k tactics.&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000_9th_Edition|9th Edition]]&#039;s General tactics. [[Warhammer_40,000/Tactics(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Required Reading==&lt;br /&gt;
Since you need a goddamn flow chart to figure out which books are needed to play the game anymore, here is a basic primer for new players. You are going to need the following in this order: &lt;br /&gt;
*A copy of the Core Rulebook. That flyer you picked up at a test event or printed off online may have the base rules for the game, but the Core Rulebook will include details on everything else, including mission types, terrain, and stratagem use. So do yourself a favor and grab it.&lt;br /&gt;
*A copy of your army&#039;s codex. This will have the majority of what you need to play said army, including unit entries, warlord traits, relics, stratagems, and point costs. Our own tactics pages contain some of that information, but for legal reasons we can&#039;t give full statlines and points costs for the units. ([http://wahapedia.ru/wh40k9ed/the-rules/playing-this-game/ Certain Russians], however, don&#039;t care so much about petty things like &#039;laws&#039;.) If your army is one of those unlucky ones that has not gotten a codex yet, you should obtain the relevant index containing their information. For the time being, all the 8e Codexes are still valid but new ones will be released as per usual. &lt;br /&gt;
**The indexes are essentially obsolete; the legacy units and options not carried over to the codexes have their rules available for free on GW&#039;s website, under the &amp;quot;Warhammer Legends&amp;quot; section. Note that the legacy units are not planned to receive any balance changes and will likely become underpowered for their cost as time goes on. &lt;br /&gt;
*Your army&#039;s online errata and FAQ printed off the main Games Workshop website. A version comes out shortly after each codex, and the game designers are not afraid to completely rewrite a unit&#039;s rules if they realize they fucked something up. GW also schedules a &amp;quot;Big FAQ&amp;quot; to come out twice a year to address balance issues as they come up and make wider, more sweeping changes they want to get feedback for before they&#039;re officially added to the core rules.  &lt;br /&gt;
*The most recent Chapter Approved. Following its relaunch in 9e, these are divided into two different types of books- one type contains revised points costs, and the other contains new mission types, rules, and Crusade expansions. The first is a must-have, and the second is optional depending on whether or not you want to mix things up a bit. &lt;br /&gt;
*Your army&#039;s copy of the Psychic Awakening (for now, anyway). It will have some new strategems, updated rules, and potentially new models. The future codexes will have those rules built in, but you&#039;ll still want these until the corresponding 9e codexes come out. &lt;br /&gt;
&lt;br /&gt;
Other Reading&lt;br /&gt;
*The Forge World Armor Compendium, if you plan on shelling out a kidney to buy Forge World units. &lt;br /&gt;
*Warhammer Legends on the community website, which include rules for units GW no longer sells. Legends units will still be allowed in both matched play and narrative play, but GW discourages competitive tournaments from allowing them due to them not receiving future balance updates. Warhammer Legends has effectively made the non-FW indexes that came out at the start of 8e unnecessary.&lt;br /&gt;
&lt;br /&gt;
==Listbuilding 101==&lt;br /&gt;
Money, time, and (a lot of) effort.&lt;br /&gt;
&lt;br /&gt;
Pick an army you like, for whichever reason, and memorize its index/codex. Start with an HQ and two Troops. Troops are the backbone of many armies, although you don&#039;t technically need any to play a game if you don&#039;t want &#039;em. They tend to have average statlines, but are reliable and good for holding objectives since Battle-forged lists give them a rule that keeps other units from contesting their held objective unless they also have a similar rule. HQs are almost always characters that either act as tough beatsticks or grant buffs to everyone around them; sometimes they can even do both at once. &lt;br /&gt;
&lt;br /&gt;
Next, decide on a play style. Even within a faction this can vary a lot, as Mech Guard is very different from Blob Guard, and Bike Marines are different from Drop Assault Marines.&lt;br /&gt;
&lt;br /&gt;
Note that it&#039;s acceptable to go through these two stages in the opposite order. Pick a play style and then an army that fits it. If you want to drown your enemy in cheap bodies then you don&#039;t want to play Space Marines, but Orks, Nids or Imperial Guard are good for that. If you&#039;re a treadhead then you might find yourself at home in the Guard rather than Dark Eldar, but if you like flyers and fast, paper-thin vehicles they fit the bill (plus their vehicles are *gorgeous*). For the people who love fielding teams of advance battlesuits and a more standard sci-fi force we have the T&#039;au, while if you have a penchant for scratchbuilding stuff out of trash you are at home with the [[Orks|space fungus]] and their ramshackle vehicles and weapons... and if you like 80s sci-fi movies and/or have a preference for robots that aren&#039;t from anime, go nuts with the [[Necron|metalheads]] or the [[Adeptus Mechanicus|cogboys]].&lt;br /&gt;
&lt;br /&gt;
Next if you want a chance of winning you need to balance enough anti infantry power (typically high number of shots at mid-low strength and AP with 1-2 damage) to counter hordes (Guard, Orks, swarm Nids) and enough anti-tank power (few shots at high strength, high AP and high damage) to counter a wall of tanks, heavy infantry, and/or monsters (Guard, Space Marines/Chaos Space Marines, Nid-zilla). Most armies fall in between these categories, but it&#039;s best to keep the extremes in mind when building your army since more than a few factions lean towards one extreme or another. &lt;br /&gt;
&lt;br /&gt;
It&#039;s also a good idea to look over the codex and tactics for armies other than your own, so you know what kind of forces and strategies other players will bring to the table.&lt;br /&gt;
&lt;br /&gt;
Knowing the ruleset being used is also important: Matched Play is assumed to be the default in our articles, but a lot of alternate options open up when using the Power Level system featured in Narrative Play due to the majority of weapon upgrades being free under those rules. As of 9E, it also adds the Crusade campaign system, which allows units to gain experience and grow stronger (or weaker, if they&#039;re unlucky in the post-battle sequence and get Battle Scars) over time and has an initially fixed Power Level limit that can itself be improved through the course of the campaign. It&#039;s a bit too complex to describe in a couple of paragraphs, but we&#039;ve got a page for it [[Crusade Rules|here]].&lt;br /&gt;
&lt;br /&gt;
And of course, Open Play is even more of a divergence since it completely ignores the Force Organization Chart, keyword limitations, and any equivalent to points costs: it doesn&#039;t have rules so much as guidelines. &lt;br /&gt;
&lt;br /&gt;
===A Note on Characters===&lt;br /&gt;
It&#039;s been pointed out by many a player that quite a few characters, including most if not all current Chapter Masters, aren&#039;t quite as powerful as they were in 7th Edition. Dante is one example. In 7th Edition he was pretty awesome and had several very useful traits that allowed him to dominate. The same goes for other characters. Those aspects features less in 8th, as it appears GW have geared squads and characters towards a more realistic rule set. Okay, so Dante is a supremely skilled and capable leader in the fluff, but he&#039;s no god. 8th Edition seems to point towards getting players to use an army that has multiple parts that must work well together, much like a real army, in order to get the most out of them. To that end, the big guys, such as Primarchs and Daemons ARE really nasty, but most are over 10 wounds, so you can shoot on sight. In short, 8th Edition was Buff Edition and 9th isn&#039;t looking too different just yet, with only a small handful of exceptions that require specific builds to work properly. Use characters to get the most out of your other squads and vehicles. Azrael, the Dark Angels Chapter Master, is a great example, and works well with Hellblasters, allowing them to fire supercharged plasma shots with a greater chance of survival.&lt;br /&gt;
&lt;br /&gt;
9th edition has introduced a big change in how the auras themselves work, however. As a rule, only units which have the {{W40kKeyword|CORE}} keyword can benefit from an aura. Generally, that means Troops, most Elites, and a handful of units in other FOC slots (mostly infantry, but a few vehicles may also have the keyword depending on the faction). Characters on the other hand do &#039;&#039;not&#039;&#039; have this keyword and so cannot buff themselves or receive buffs from other characters.&lt;br /&gt;
&lt;br /&gt;
===Building a Successful 40k Army===&lt;br /&gt;
&amp;quot;Good players build a list to deal with whatever may come their way. Bad players build a list [[WAAC|hoping their opponent cannot counter it.]]&amp;quot;&lt;br /&gt;
&lt;br /&gt;
In theory, two people can attempt to build armies to out-tailor and out-counter each others&#039; hard counters, but in practice, it&#039;s easier to attempt to strive for something resembling a &amp;quot;Takes-All Comers&amp;quot; (TAC) army; if nothing else, sticking with the same army and gradually making adjustments to it as you learn what works and what doesn&#039;t work, will improve your skill as a player, compared to going [[That Guy|&amp;quot;Fool, you think your Wraithknight can save you next time. I shall return with 20 lascannons!&amp;quot;]]. It will also save you money in the long run, since skewed lists built around [[Cheese]] tend to get hit pretty hard by the [[Nerf|Nerfbat]] of the FAQs,[[Chapter Approved]], and the balance datasheets.&lt;br /&gt;
&lt;br /&gt;
So, what makes a TAC list anyway? What with fliers, and psykers, big tanks and giant robots, what *can* we include to make our army safe and sane? Although these are not fundamentals, in many cases, the following are safe bets:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Strength 8+, D6 damage&#039;&#039;&#039; Generally, a good starting point for your army is to include enough models that can deal effectively with Toughness 7/8, 10+ wound enemies. Lascannons, brightlances, meltaguns, battle cannons, thunder hammers. Anything with strength 8 or more and dealing either 3+ or D6 damage is good. Whilst even a lasgun or boltgun can wound a battle tank with some lucky rolls, this is so ineffective that you can&#039;t rely on them to finish off a tank save in very large numbers (and if you have that many they should be shooting targets they&#039;re more likely to wound anyway). Strength 6 or 7 is not enough to reliably threaten Toughness 7 or 8 and typically only do 1-2 damage, but they can be used to supplement the above-mentioned weapons if needed. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Anti-infantry&#039;&#039;&#039; You will need something to take out massed infantry. Either units with easily massed weapons that can pick off infantry at long range such as lasguns/shuriken/bolters, weapons with a lot of shots like burst cannons or assault cannons, or good assault units with a lot of attacks like Gaunts, berzerkers or ork mobs. Having AP on it is nice, but anything higher than AP-2 is overkill unless your opponent&#039;s troops are all MEQs at minimum. With 9E, you should also consider taking at least one Blast weapon such as a Battle Cannon, as Blast weapons are guaranteed to land a high number of attacks against units with many models in them. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&amp;quot;Plasma&amp;quot;-equivalent weapons&#039;&#039;&#039; Plasma and similar weapons (strength 6-8, 2 or D3 damage) are reasonably effective against both big units (tanks and monsters) and against infantry. However, they are never as effective as dedicated anti-tank weapons against tanks, or anti-infantry weapons against infantry. While plasma has its place as a multi-functional weapon, it is best used alongside decent anti-infantry and anti-tank weapons as a sort of middle-ground, so it can respond to your opponent&#039;s composition. If he has a lot of tanks, it can be used as additional anti-tank firepower and serve quite well. If he has a lot of infantry, it is better at killing infantry than a lascannon (for the points you spend on it). However, its favored targets by far are heavy infantry units with 2+ wounds and high armor saves that are too tough to be reliably taken out by more common anti-infantry weaponry but aren&#039;t tough enough to justify the use of anti-vehicle weapons against them in normal circumstances- Terminators of all kinds, Tyranid Warriors, Ork Nobz, and so on. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Take only the HQ you need:&#039;&#039;&#039; Many HQs have historically been overcosted while not contributing to your army as a whole. There are many notable exceptions to this rule, but for many armies, an HQ is an expensive tax you build into your army&#039;s cost. 8E has made this even more prominent: as compulsory troops do not exist in some of the alternate FOC types, HQs fill the role of compulsory units instead. In general, the two extremes for HQ units are: a pure beatstick, or a pure buff dealer. Most will fall somewhere to one side of the spectrum. &lt;br /&gt;
**When choosing buff-HQ&#039;s, you should make the most of their buffs. Look at the buff and see what units benefit the most from this so you can make good combinations. For example: Re-rolling hit rolls is a nice buff. But it&#039;s better on units with worse WS since they&#039;ll have a larger increase in the damage they do compared to high WS units. Pay attention to keywords as well, as something may work only on infantry, and bikers may not be infantry. Also, pay close attention to if the rules mention &#039;model within 6&amp;quot; &#039; or &#039;unit within 6&amp;quot; &#039; as this can make a major difference in how you need to place the units on the field. For detachments with multiple buffing HQs, try to make their buffs synergize with each other: a good example of this is pairing a Space Marine Ancient (which allows slain infantry units near him to make one last shooting or melee attack when they die) with an Apothecary (which has a chance of bringing the slain infantry back to life again). &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Plan ahead with Stratagems:&#039;&#039;&#039; In matched play and narrative play, Command Points give you access to Stratagems. These &#039;super-powers&#039; for your army can make a big difference in how your army works, especially if you&#039;ve designed your army with specific stratagems in mind. HOWEVER: having a lot of command points is NO substitute for a good army. Having a lot of command points may seem a good idea, and some armies have options to recover or steal more command points during the game to get even more. But what use are 10 command points if you only need 3 for your super stratagem and the rest are used on some non-critical re-rolls? If you end the battle with command points left over, you&#039;re not thinking hard enough. If you think in turn 4 &amp;quot;I wish I still had command points for a re-roll&amp;quot;, ask yourself what parts of your army you would have to give up to get more command points and if that sacrifice will have improved your army. &lt;br /&gt;
**Use your command points wisely. Most command point abilities are very potent and will more often than not make the difference between who wins and who loses. A bad player could use 10 command points or more a turn. The smart thing is to use special abilities for your army as sparingly as you can. Make sure you know what stratagems are good options for your army and save your command points for these. Better to have CPs and not use them than to need them for your &#039;mega ultra killy combo&#039; but run out the turn before.&lt;br /&gt;
**Since 9E now gives all armies a set number of CP for certain army sizes and reduces CP if you take too many detachments, it makes conserving what CP you have slightly more vital. If your army&#039;s battle-forged, you gain a single CP each command phase - sounds good, until you realise just how much you might be needing to use those 1 CP stratagems. This CP cap also cripples putting in allies or multiple detachments, since the only effectively &amp;quot;free&amp;quot; detachments are the base detachments that house your warlord (or the Supreme Command Detachment + 1 other if you grabbed Bobby G, Magnus or Morty, and that implies you both have their respective factions and can afford the points cost to field them, neither of which is guaranteed).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Know your Point Level:&#039;&#039;&#039; A 2000-point game is *not* a 1000-point game with 1000 points tacked onto it. As your games grow in size, you need to make sure you have a unit to cover every need that might crop up during a game. Support characters with auras suddenly become more viable when they have 5 units within their aura instead of just 1. Also important is that 9E has given a fixed level of CP available to both sides at certain army sizes. General point-levels for 40k include:&lt;br /&gt;
**&#039;&#039;&#039;200-500ish points:&#039;&#039;&#039; 3 CP. Rock-paper-scissors level. At this level you&#039;re fielding an HQ and one or 2 units, so making a TAC list is very difficult.&lt;br /&gt;
**&#039;&#039;&#039;1000 points:&#039;&#039;&#039; 6 CP. Kitchen table level. Common for new players testing a few units out. &lt;br /&gt;
**&#039;&#039;&#039;1500 points:&#039;&#039;&#039; 12 CP. This is generally considered the smallest point level for tournaments.&lt;br /&gt;
**&#039;&#039;&#039;1750 points:&#039;&#039;&#039; 12 CP. While generally not the most popular format, it provides players more time to complete their rounds. It is being used in some GW-run tournaments after allegations of some dicks abusing the time limit on rounds. &lt;br /&gt;
**&#039;&#039;&#039;2000 points:&#039;&#039;&#039; 12 CP. Most popular game size for 8th edition, used in most of the biggest tournaments. &lt;br /&gt;
**&#039;&#039;&#039;3000 and Beyonddddd&#039;&#039;&#039;: 18 CP. &#039;&#039;WHEEEEEEEEEEEEEEE!!!!!&#039;&#039; &#039;&#039;&#039;Ahem.&#039;&#039;&#039; This point level generally lends itself to an entirely different kind of play. Here you&#039;re not worried about composition, so much as sheer firepower. Spamming Titanic units, and units with extreme range will get you much farther here than 6 troop choices all kitted out. Remember that Eldar Rifle that has a range of 160&amp;quot;? Here&#039;s where you can actually shoot from one corner to the other of a Double-Lengthwise Table that&#039;s the staple of 6000 point games. Chapter Approved 2017 gives more information on how to run these kinds of games, although it strongly suggests that you just use Open Play to do so. &lt;br /&gt;
&lt;br /&gt;
====General Advice====&lt;br /&gt;
*&#039;&#039;&#039;Cicadas and you!&#039;&#039;&#039;: Cicadas follow an evolutionary stratagem known as &amp;quot;Predator satiation&amp;quot;, other wise known as &amp;quot;The predators can&#039;t eat all of us!&amp;quot;. I mention this because it&#039;s something to keep in mind. While it&#039;s true that pure armies like the archetypes listed  below take effort to use successfully, there is something to be said in running lots of something, since you know your opponent can&#039;t kill them all. It&#039;s OK to have a strong theme and have a predominance of one type of unit since you know your opponent can&#039;t wipe you out the majority of your army fast enough with the dedicated weapons they have, just don&#039;t use it mindlessly and grab nothing but Gaunts or Terminators or something. As ever balance is key, it can be an imbalance, just so long as there is some balance. This balance is mostly in the weapons you yourself can bring. Often specialising on one type of unit severely limits the types of weapons you can bring yourself (see Gaunts). If you can bring enough different Anti-infantry, Anti-tank and long and short-ranged firepower by taking one type of unit, you can make it work. This doesn&#039;t work for every unit, as for example terminators can be dealt with effectively by both anti-tank weapons and massed anti-infantry shooting. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Build an Army, not a Mob:&#039;&#039;&#039; Remember that your units should support each other. Generally, you want to avoid &amp;quot;Pure&amp;quot; armies, or gravitating towards one extreme of list-building. While running a pure foot horde may look aesthetically appealing, it will suffer against players running mass mechanized vehicles (plus it will be a major chore to paint, and your turns will take forever...). While running a small elite squad may play quicker (and be cheaper), each casualty *hurts*. Notable &amp;quot;Pure&amp;quot; armies that can work with some luck and effort:&lt;br /&gt;
**&#039;&#039;&#039;The Scuttling Swarm:&#039;&#039;&#039; Aka &amp;quot;Horde&amp;quot; Tyranids; Tyranids in theory can drown an opponent in bodies and win (This also works for Guard). Key word is &amp;quot;in theory.&amp;quot; Hell, this is even more plausible with 8e letting everything wound on a 6 no matter their toughness, (BUT 9e means monsters and vehicles can still shoot at you even if they&#039;re engaged in close combat, so watch out). The issue is, most of those attacks will be single damage so will take ages to chip off points from beefy models (but on the bright side, it also makes tarpits into a potential death of a thousand cuts for even dedicated melee units/characters). Also, the aforementioned issue of your turn taking forever. On the other hand, Objective Secured has been replaced with &amp;quot;whoever had the most models on the objective controls it&amp;quot;, which means a large enough horde can make an objective nigh impossible for an opponent to take. While Objective Secured is in Chapter Approved and each Codex released has added an equivalent rule to its corresponding army, that won&#039;t mean much if the swarm outnumbers the opponent&#039;s Troops, or if the opponent is relying on FOCs with few Troops slots. Also, the amount of units with the FLY special rule in some armies (looking at you T&#039;AU) means tarpitting won&#039;t work all the time.&lt;br /&gt;
**&#039;&#039;&#039;Aspect armies:&#039;&#039;&#039; Eldar aspect warriors fall into this category, as do primaris marine armies. You have elite units, generally with good saves, but still weak against specific weapons. Each type of unit has its own role to play, and if your opponent takes out the two units that are a threat to him, you may suffer. Coordination and hiding your units behind terrain are key strategies to these armies as they don&#039;t always stand up to a straight shoot-out with most armies. When playing these elite armies, it is very important to be aware of what your army is weak against, and prevent your opponent from using his most effective units against you. Plus, with all of your units being so specialized, it only takes the loss of one squad to leave the rest of the force all but unable to handle a given type of opponent. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Successful tournament armies generally have a few things in common:&#039;&#039;&#039;&lt;br /&gt;
**Hard-hitting units. Things with high strength and either a large number of attacks/shots or multiple damage per wound (3, D6, or similar). Dark reapers, dreadnoughts, Manticores, death company with thunder hammers, crisis suit commanders with 4 fusion guns, etc.&lt;br /&gt;
**Mobility. Whilst any unit can walk around and still shoot, successful armies have a way of getting a unit where they need it fast. Options include fast units like bikes, jump pack infantry, tanks or &#039;deep striking&#039; units, whether normally or with some stratagems.&lt;br /&gt;
**Resilience. You need to be able to survive an opponents first turn with your key units intact. Either by fielding multiple key units, so your enemy can&#039;t take them out all at once, or by using transports or reserves/deep strike to keep them out of the way. Other options include penalties to hit for enemies, line of sight blockers or fortifications or characters that grant bonuses to defense.&lt;br /&gt;
&lt;br /&gt;
More detailed specifics will are found in the &amp;quot;Individual Army Tactics&amp;quot; of course.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Small units or big units&#039;&#039;&#039;: Utilizing multiple small units (MSU) has both advantages and disadvantages in 9th.&lt;br /&gt;
 &lt;br /&gt;
Advantages:&lt;br /&gt;
*Small units don&#039;t suffer as much from morale (in theory - an unlucky combat attrition test can actually do more damage to your unit).  &lt;br /&gt;
*Enemies will score overkill more quickly, wasting firepower because you have no more models to remove. An enemy may score 10 wounds on a 10-man unit, or split fire and score 7 and 3 wounds on 2 five-man units, leaving you with 2 living dudes. &lt;br /&gt;
*It&#039;s easier to find cover or block line of sight to a small unit. &lt;br /&gt;
*When shooting, it&#039;s better to shoot with 2 five-man units than 1 10-man unit, because you can see how the first five do before deciding what to shoot at with the other five, preventing overkill.&lt;br /&gt;
*Sergeants/leaders/etc. A unit often comes with a leader for free, with better stats. By taking multiple small units you get more leader-models for the same price.&lt;br /&gt;
*Small units offer more flexibility in movement and can be used as speed bumps more effectively.&lt;br /&gt;
**Scoring is done by counting the &#039;most models within 3&amp;quot; of the objective&amp;quot;, so more models give you a better chance of capturing an objective, but not all models need to be a single unit.&lt;br /&gt;
**&#039;&#039;&#039;Objective Secured&#039;&#039;&#039; and its army-specific equivalents override this rule for squads that are affected by it (usually Troops), so long as the contesting units do not also have the rule. &lt;br /&gt;
&lt;br /&gt;
Disadvantages:&lt;br /&gt;
*Small units are more prone to dying from overwatch&lt;br /&gt;
*Small units don&#039;t fire overwatch as effectively as larger units&lt;br /&gt;
*You fill detachments faster with smaller units, potentially costing you more command points. &lt;br /&gt;
*Big units are more resilient to being charged, as they have a good chance of surviving to strike back.&lt;br /&gt;
*Big units have more attacks in combat so are more likely to cause significant casualties.&lt;br /&gt;
*Stratagems. A lot of stratagems let a unit do something special, like shoot or attack an extra time. However, you can only use each one once a turn so these are much more effective on bigger units. If you have stratagems in mind that you think you might want to use, keep these in mind when deciding how many guys your unit will include.&lt;br /&gt;
&lt;br /&gt;
===Stratagems 101===&lt;br /&gt;
Stratagems are special abilities triggered by expending Command Points (CP), and are activated in the new Command Phase that occurs at the start of a turn. You can use as many Stratagems as you like so long as you have the points to use on them, but you can only use a single Stratagem of a given type in each phase. Stratagems have a wide variety of effects, from buffing your units to weakening enemies to inflicting mortal wounds. In Matched Play each stratagem of a given type can only be used once per turn, so make them count.&lt;br /&gt;
&lt;br /&gt;
The exact mix of Stratagems available to your army depends on your chosen faction, the mission type, and whether you&#039;re the attacker or defender in said mission (if there is an attacker/defender). However, the following collection of Stratagems are available to everyone regardless of the circumstances. Learn them well, as they can save your ass:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Command Re-Roll (1 CP)&#039;&#039;&#039;: Re-roll any single dice. Simple, but infinitely effective. Whether you&#039;re trying to wring out a little extra damage from a lascannon shot that rolled a 1 for damage or trying to re-roll a critical save, you will learn to love this Stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Counter-Offensive (2 CP)&#039;&#039;&#039;: Now reworded to work outside of the charge phase. After an enemy fights at all (including just regular melee), you can then fight with one of your own.&lt;br /&gt;
*&#039;&#039;&#039;Cut Them Down (1 CP)&#039;&#039;&#039;: After an enemy unit declares that they are falling back, you can trigger this. Roll a d6 for every model in your unit that is engaged with the enemy, you deal a mortal wound on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Desperate Breakout (2 CP)&#039;&#039;&#039;: During the movement phase, you can select one engaged unit. Roll 1d6 for every model in that unit, with each 1 counting as a casualty. After resolving your rolls, the unit can immediately fall back, running through enemy units they come across. However, if you stay within engagement range of any enemy units, you will lose models until you are again free. This is a seriously risky move, as once you use this, the unit can&#039;t do anything for the rest of the turn, overruling any rules that would otherwise let them charge or shoot after falling back. It also doesn&#039;t work if the unit you&#039;re locked in combat with has rules that prevent falling back.&lt;br /&gt;
*&#039;&#039;&#039;Emergency Disembarkation (1 CP)&#039;&#039;&#039;: If a {{W40kKeyword|transport}} unit is destroyed, you can use this to give you a better position at a higher risk. The passengers can immediately set up 6&amp;quot; away from the transport and are immune from any explosions. You now roll 1d6 for each model that was in there, with a 1 or 2 meaning a model dies. These survivors can&#039;t charge or use heroic intervention after bailing. &lt;br /&gt;
*&#039;&#039;&#039;Fire Overwatch (1 CP)&#039;&#039;&#039;: Perhaps the greatest change of 9E, the age of constant overwatching is no more. Now you can have only one unit fire overwatch (hitting on 6+) against a charging enemy. That said, some armies (&amp;lt;s&amp;gt;e.g. Tau&amp;lt;/s&amp;gt; No longer) have alternate methods of overwatching and it can also be enabled by being in specific forms of terrain, so keep the exceptions in mind. &lt;br /&gt;
*&#039;&#039;&#039;Insane Bravery (2 CP)&#039;&#039;&#039;: Automatically pass a Morale test. This has been nerfed to be usable only once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Heroic Support (1 CP)&#039;&#039;&#039;: Most major characters, like Space Marine Captains, have special rules that limit you to taking only one per detachment. This Stratagem reduces this restriction so you can take two per detachment instead. Needless to say, there&#039;s a lot of stuff you can do with this but since you can only use it once per game you should think ahead about what your extra character should be.&lt;br /&gt;
&lt;br /&gt;
===Detachments for Dummies===&lt;br /&gt;
Outside of Open Play where anything goes, your army needs to be Battle-Forged in order to be usable. While in 7e this meant using either the old Combined Arms Detachment of previous editions or one of the faction exclusive FOCs or mega-formations to make your force into a single Detachment, you now are capped in how many detachments you can take based on game size. 1 detachment at combat patrol, up to 4 detachments for incursions. In addition, every unit in your army must share a faction keyword or be unaligned; Genestealer Cults are a special case in this regard: their Brood Brothers rule allows them to bring an allied Imperial Guard detachment for each GSC detachment taken, even though they do not have a common faction keyword. Many tournaments, and by reflection game stores, do limit lists to three detachments.  While some of the detachments are very similar, if not identical to, the CAD, many more are modified to emphasize a specific non-Troops slot.&lt;br /&gt;
&lt;br /&gt;
Depending on the size of your game, you will be allotted a certain number of CP. While almost all of them will rake CP, you will often be able to make back your first detachment&#039;s CP cost through putting your Warlord in there or in a Supreme Command detachment (although the latter applies only if your Warlord has some specific keywords). Knowing which Detachment types will work best for your army will help you significantly when listbuilding.  &lt;br /&gt;
&lt;br /&gt;
Most of the game&#039;s detachments are summarized in the table below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable center mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | &#039;&#039;&#039;Detachments Table&#039;&#039;&#039;&lt;br /&gt;
! scope=col rowspan=2 | Name&lt;br /&gt;
! scope=col rowspan=2 | &amp;lt;abbr title=&amp;quot;CP Cost&amp;quot;&amp;gt;CP&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=col rowspan=2 | &amp;lt;abbr title=&amp;quot;Refunded CP if Warlord is in Detachment; exceptions noted below&amp;quot;&amp;gt;RCP&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=col rowspan=2 | &amp;lt;abbr title=&amp;quot;Must all units in this detachment share a faction.&amp;quot;&amp;gt;Faction&amp;lt;/abbr&amp;gt;&lt;br /&gt;
! scope=col rowspan=2 | Other Restrictions&lt;br /&gt;
! scope=col rowspan=2 | [[File:WH40KDedicatedTransports.png|center|Dedicated Transports, 1/{{W40Kkeyword|infantry}} unit]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KHQ.png|center|HQ]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KTroops.png|center|Troops]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KElites.png|center|Elites]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KFastAttack.png|center|Fast Attack]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KHeavySupport.png|center|Heavy Support]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KFlyers.png|center|Flyers]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KLordsOfWar.png|center|Lords of War]]&lt;br /&gt;
! scope=colgroup colspan=2 | [[File:WH40KFortifications.png|center|Fortifications]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
! scope=col | Min&lt;br /&gt;
! scope=col | Max&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Patrol Detachment&lt;br /&gt;
| 2 || 2 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 1 || 3 || 0 || 2 || 0 || 2 || 0 || 2 || 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Battalion Detachment&lt;br /&gt;
| 3 || 3 || {{yes}} || {{no}} || {{yes}} || 2 || 3 || 3 || 6 || 0 || 6 || 0 || 3 || 0 || 3 || 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Brigade Detachment&lt;br /&gt;
| 4 || 4 || {{yes}} || {{no}} || {{yes}} || 3 || 5 || 6 || 12 || 3 || 6 || 3 || 5 || 3 || 5 || 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Vanguard Detachment&lt;br /&gt;
| 3 || 0 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 0 || 3 || 3 || 6 || 0 || 2 || 0 || 2 || 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Spearhead Detachment&lt;br /&gt;
| 3 || 0 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 0 || 3 || 0 || 2 || 0 || 2 || 3 || 6 || 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Outrider Detachment&lt;br /&gt;
| 3 || 0 || {{yes}} || {{no}} || {{yes}} || 1 || 2 || 0 || 3 || 0 || 2 || 3 || 6 || 0 || 2 || 0 || 2 || 0 || 0 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Supreme Command Detachment&lt;br /&gt;
| 0 || data-sort-value=1 | &amp;lt;abbr title=&amp;quot;Refunds your most expensive refundable detachment: 2 for a Patrol, 3 for a Brigade, 4 for a Battalion&amp;quot;&amp;gt;0-4&amp;lt;/abbr&amp;gt; || {{no}} || Max 1/Army&amp;lt;br&amp;gt;Max 1 Unit/Detachment&amp;lt;br&amp;gt;{{W40Kkeyword|PRIMARCH}}/{{W40Kkeyword|DAEMON PRIMARCH}}/{{W40Kkeyword|SUPREME COMMANDER}} Only&amp;lt;br&amp;gt;Must contain {{W40Kkeyword|warlord}} || {{no}} || 0 || 1 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Super-Heavy Detachment&lt;br /&gt;
| data-sort-value=3 | &amp;lt;abbr title=&amp;quot;3 for non-Titanic, 6 with&amp;quot;&amp;gt;3 or 6&amp;lt;/abbr&amp;gt; || 0 || {{yes}} || 3 CP: No {{W40Kkeyword|titanic}} || {{no}} || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 3 || 5 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Super-Heavy Auxiliary Detachment&lt;br /&gt;
| 3 || 0 || {{no}} || {{no}} || {{no}} || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Fortification Network&lt;br /&gt;
| 1 || data-sort-value=1 | &amp;lt;abbr title=&amp;quot;If all units share a faction and that same faction is shared across your warlord&#039;s detachment&amp;quot;&amp;gt;1&amp;lt;/abbr&amp;gt; || {{no}} || Max 1/Army&amp;lt;br&amp;gt;No {{W40Kkeyword|warlord}} || {{no}} || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 0 || 1 || 3&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Auxiliary Support Detachment&lt;br /&gt;
| 2 || 0 || &amp;lt;abbr title=&amp;quot;This detachment can have min 0, max 1 Dedicated Transport, which is not a function of having INFANTRY&amp;quot;&amp;gt;0-1&amp;lt;/abbr&amp;gt; || Max 1 Unit/Detachment || {{no}} || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 1 || 0 || 0 || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Patrol Detachment====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Generally only good for 500 pt games and if you want to bring a small amount of units from a different faction from the one forming most of your army. Also useful for armies with HQ and troop taxes. All of the dual faction boxes like Dark Imperium and Shadowspear have pre-built Patrol Detachments, so you could easily slot one other into your army if you have the points. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Units:&#039;&#039;&#039; 1-2 HQ, 1-3 Troops, 0-2 Elites, 0-2 Fast Attack, 0-2 Heavy Support, 0-2 Flyers, 0-X Dedicated Transport where X is # {{W40Kkeyword|infantry}} units taken.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; +2 CP (full refund) if you have your Warlord here. Drukhari get 4 CP if they have at least three Patrol Detachments, which overall covers their combined CP cost. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Battalion Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Probably the most common and powerful type of detachment, striking a good balance between reasonable requirements and options unless someone skews their list towards a more specialist role.  Has more Elites slots than Fast Attack or Heavy Support, so better for factions with better Elites choices.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 2 HQ, 3 Troops&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039;+1 HQ, +3 Troops, +6 Elites, +3 Fast Attack, +3 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 3 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; +3 CP if your Warlord is here.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Brigade Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Requires the most units. Not good for most armies outside of Apocalypse-size games, but armies that have cheap units in every slot (Astra Militarum being the main one) or that play a single sub-faction can use it without spending too many points.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 3 HQ, 6 Troops, 3 Elites, 3 Fast Attack, 3 Heavy Support&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039;+2 HQ, +6 Troops, +5 Elites, +2 Fast Attack, +2 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 4 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; +4 CP if your Warlord is here.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Vanguard Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The Elites-focused detachment, costing 3 CP for the investment you put into it. You will be lacking in CP if you only run with a Vanguard Detachment and most Elite units work best in conjunction with other units; running just a single Vanguard Detachment or even multiple Vanguard Detachments will usually not be the strongest option, it is more of an option to get extra Elites or to ally with the elites from a different sub-faction.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 HQ, 3 Elites&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039;+1 HQ, +3 Troops, +3 Elites, +2 Fast Attack, +2 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 3 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; N/A &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Spearhead Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The Heavy Support-focused detachment, provides a lot of possible firepower for a 3 CP cost. Building an army based entirely around vehicles can make for a hard-hitting and survivable force, but it will usually lack in other areas, such as board control which can be difficult with a smaller number of units and a lack of screening units will hurt you, especially if your Heavy Support units cannot FLY.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 HQ, 3 Heavy Support&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039;+1 HQ, +3 Troops, +2 Elites, +2 Fast Attack, +3 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 3 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; N/A. Astra Militarum LEMAN RUSS models in a Spearhead Detachment get Objective Secured. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Outrider Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The Fast Attack-focused detachment, a 3 CP cost for the investment you put into it but generally less expensive than Vanguard and Spearhead Detachments. Building an army [[White Scars|totally devoted to going fast]] can work depending on the missions you play.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 HQ, 3 Fast Attack&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039;+1 HQ, +3 Troops, +2 Elites, +3 Fast Attack, +2 Heavy Support, +2 Flyers, 1 Dedicated Transport per other choice taken&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 3 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; N/A &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Supreme Command Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The superheavy HQ-focused detachment, making this the most niche Detachment option. As of 9E, there are few options for this detachment, all of them quite powerful: [[Morvenn Vahl]], [[Belisarius Cawl]], [[Ghazghkull Mag Uruk Thraka]], [[Shadowsun|Commander Shadowsun]], [[Roboute Guilliman]], [[Magnus the Red]], [[Mortarion]], [[Angron]], [[Abaddon]] the Despoiler, [[Be&#039;lakor]] and the [[Silent King]]. Each of them is already a massive gift for your army while also giving you the same CP discount as having a regular warlord.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 HQ or Lord of War&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; This unit must have the {{W40kKeyword|Primarch}}, {{W40kKeyword|Daemon Primarch}} or {{W40kKeyword|Supreme Commander}} keywords. This model must also be your Warlord.&lt;br /&gt;
**In most cases, this will be a redundant rule as many of these units will already have a rule forcing them to be the Warlord.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; N/A&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; Select one of the following:&lt;br /&gt;
** +2 CP for any Patrol Detachments in your army.&lt;br /&gt;
** +3 CP for any Battalion Detachments in your army.&lt;br /&gt;
** +4 CP for any Brigade Detachments in your army.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Super-Heavy Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The Lords of War spam Detachment. Command benefits are better than the other mono-FOC Detachments, but it will fucking eat up your points like there&#039;s no tomorrow. If you field this in a friendly game or a 1000 point game you are probably [[That Guy]].&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 3 Lords of War&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +2 Lords of War&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 3/6 CP.&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; This detachment costs 3 CP if the detachment contains absolutely no {{W40kKeyword|Titanic}} units. Otherwise, it costs 6 CP. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Super-Heavy Auxiliary Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;As most people will almost certainly only have one LoW in their armies at any given time, this is the detachment they&#039;ll use to get their Knight/Baneblade/Wraithknight onto the field, unfortunately it doesn&#039;t give you any CP for your investment and faction-based benefits like Chapter Tactics don&#039;t apply to these Detachments. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Lords of War&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; None&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 3 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; None&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Fortification Network====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Your buildings, fortresses, and walls. Being able to field large numbers of fortifications was something of an issue in 7th, but this detachment allows you to keep your turtle up to your heart&#039;s content (or at least take 6 fortifications if you&#039;re in Matched).&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 Fortification&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039; +2 Fortifications&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; None; most fortifications are Unaligned by default&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 1 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; +1 CP if this detachment and the Warlord&#039;s detachment share a faction keyword (this giving you Imperium Players the fun shittons of special setpieces)&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Auxiliary Support Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; If you really want a single character like Celestine or a Contorted Epitome and don&#039;t have the points to bring enough cheap units to have the detachment qualify as a Patrol, or if you just want a single Space Marine squad or Deathwatch kill team for fluff reasons, you&#039;re stuck with this. It is the only detachment in which you can bring under strength squads to matched play, so there is that.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 HQ &#039;&#039;&#039;or&#039;&#039;&#039; 1 Troops &#039;&#039;&#039;or&#039;&#039;&#039; 1 Elites &#039;&#039;&#039;or&#039;&#039;&#039; 1 Fast Attack &#039;&#039;&#039;or&#039;&#039;&#039; 1 Heavy Support &#039;&#039;&#039;or&#039;&#039;&#039; 1 Flyer &#039;&#039;&#039;or&#039;&#039;&#039; 1 Dedicated Transport&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Can only consist of a single unit.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 2 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; N/A&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Arks of Omen Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;The new combined-arms detachment introduced in the Arks of Omen Grand Tournament Pack, [[Games Workshop|which basically renders the Battalion, Vanguard, Outrider, Spearhead, Super-Heavy, Super-Heavy Auxillary, and Fortifications Network Detachments obsolete]], as it does all of their jobs better than they do. You can only take &#039;&#039;&#039;one&#039;&#039;&#039; AoO detachment and get no CP for doing so, but it doesn&#039;t cost CP or preclude you from taking other detachments (or even allies), but its sheer adaptability is unmatched.&lt;br /&gt;
&lt;br /&gt;
To create an Arks of Omen Detachment, you simply choose a HQ unit, and then pick one of the five other main unit types to be your three compulsory choices, which can even be [[Powergamer|Lords of War!]] From there, you can dump a whole load of other units in to suit your taste, including Fortifications and more Lords of War, and you can take Elite characters like an [[Apothecary]] or a [[Painboy]] in different slots than other Elites to save even more space. &lt;br /&gt;
&lt;br /&gt;
This one-size-fits-all approach gives it an enormous amount of flexibility on paper: it&#039;s even bringing back soup! With the Battle Brothers rule players can bring an extra detachment of allies, albeit with some limitations that haven&#039;t been fully revealed.  &lt;br /&gt;
&lt;br /&gt;
But as it has only just been introduced, it remains to be seen if it will actually produce balanced armies.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 1 HQ (except for Imperial Knights or Chaos Knights because they don&#039;t have any HQ&#039;s), 3 Troops OR 3 Elites OR 3 Fast Attack OR 3 Heavy Support OR 3 Lords of War&lt;br /&gt;
**&#039;&#039;&#039;Optional Units:&#039;&#039;&#039;+3 HQ, +9 Troops, +3 Elites, +3 Elites (Characters), +3 Fast Attack, +3 Heavy Support, +3 Lords of War, +2 Flyers, +3 Fortifications, 1 Dedicated Transport per {{W40kKeyword|Infantry}} unit taken.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; All units must be from the same faction (and it can&#039;t be {{W40kKeyword|Imperium}}, {{W40kKeyword|Chaos}}, {{W40kKeyword|Aeldari}}, or {{W40kKeyword|Tyranids}} - they still have to be part of the same sub-faction).&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 0 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; None. &lt;br /&gt;
** Well, this gives no intrinsic benefits, the Battle Brothers rule does help all the special allied detachment rules remain relevant.&lt;br /&gt;
***Any {{W40kKeyword|Imperium}} detachment can also include either a {{W40kKeyword|Agents of the Imperium}} Patrol or Auxiliary Support detachment, an {{W40kKeyword|Imperial Knights}} Superheavy Support detachment composed of one {{W40kKeyword|Freeblade}} model, or {{W40kKeyword|Votann}} Patrol detachment.&lt;br /&gt;
***An {{W40kKeyword|Asuryani}} or {{W40kKeyword|Drukhari}} detachment can also include a {{W40kKeyword|Harlequins}} detachment.&lt;br /&gt;
***A {{W40kKeyword|Drukhari}} detachment can also include a second {{W40kKeyword|Drukhari}} detachment, though the two detachments must have separate keywords (thus, if one uses {{W40kKeyword|&amp;lt;KABAL&amp;gt;}} the second must use {{W40kKeyword|&amp;lt;COVEN&amp;gt;}} or {{W40kKeyword|&amp;lt;WYCH CULT&amp;gt;}}).&lt;br /&gt;
***An {{W40kKeyword|Astra Militarum}} detachment can also include a {{W40kKeyword|Militarum Tempestus}} Patrol detachment.&lt;br /&gt;
***A {{W40kKeyword|Genestealer Cults}} detachment can also include a {{W40kKeyword|Brood Brothers}} Patrol, Auxiliary Support, or Superheavy Support detachment.&lt;br /&gt;
***Any {{W40kKeyword|Chaos}} detachment can also include a {{W40kKeyword|Chaos Knights}} Sperheavy Support detachment composed of one {{W40kKeyword|Dreadblade}} model.&lt;br /&gt;
***Any {{W40kKeyword|Traitoris Astartes}} detachments can also include a {{W40kKeyword|Legiones Daemonica}} detachment.&lt;br /&gt;
****Any god-aligned armies ({{W40kKeyword|Emperor&#039;s Children}}, {{W40kKeyword|Death Guard}}, {{W40kKeyword|Thousand Sons}}, {{W40kKeyword|World Eaters}}) can only take an allied detachment that is of the same god as their own.&lt;br /&gt;
***A {{W40kKeyword|Legiones Daemonica}} detachment using the {{W40kKeyword|Disciples of Be&#039;lakor}} Army of Renown can include one {{W40kKeyword|Traitoris Astartes}} Patrol detachment and a {{W40kKeyword|Chaos Knights}} Superheavy Support detachment composed of a single {{W40kKeyword|House Korvax}} model.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Boarding Patrol Detachment====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;A smaller, more contained army list, this list is meant to more accurately portray the conditions of mustering a team that would be part of a boarding Detachment. Unlike the AoO detachment above, this is more meant to work in lower-point games as some sort of midpoint between Kill Team and regular 40K at 1000 points or lower. This does unfortunately come at the cost of several upgrades no longer applying and some abilities needing reworking.&lt;br /&gt;
&lt;br /&gt;
Despite this, however, this does come with a lot of caveats to cater to the specific builds of the many armies available. Some of these do a lot to keep them viable in such cramped close-quarters scenarios while others seem to be just mean-spirited nerfs.&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mandatory Units:&#039;&#039;&#039; 0-1 HQ, 0-3 Troops, 0-3 Elites&lt;br /&gt;
**Unlike other Detachments, there isn&#039;t necessarily a mandatory unit choice that you need to fulfill, for whatever reason. This means you can field a whole army of poxwalkers and plague marines and not care about a plague lord at all. Doing so would be stupid though with the buffs they do provide.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; There&#039;s a lot of them, so listen up.&lt;br /&gt;
**All units must be from the same faction (and it can&#039;t be {{W40kKeyword|Imperium}}, {{W40kKeyword|Chaos}}, {{W40kKeyword|Aeldari}}, or {{W40kKeyword|Tyranids}} - they still have to be part of the same sub-faction).&lt;br /&gt;
**Only one {{W40kKeyword|Character}} model may be taken.&lt;br /&gt;
**Any units with {{W40kKeyword|Fly}} cannot be fielded, as are those with {{W40kKeyword|Cavalry}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Monster}}, and {{W40kKeyword|Titanic}}.&lt;br /&gt;
**You can only field a unit at its minimum size. Units of 5+ models must split up into multiple boarding teams, pretty much giving the Combat Squad ability native to marines to everyone.&lt;br /&gt;
*&#039;&#039;&#039;CP Cost:&#039;&#039;&#039; 0 CP&lt;br /&gt;
*&#039;&#039;&#039;Command Benefits:&#039;&#039;&#039; None. &lt;br /&gt;
&lt;br /&gt;
Uniquely, these aren&#039;t all the restrictions out there. Alongside the restricted loadout, there&#039;s also a bunch of faction specific restrictions to consider as well, enough for GW to release [https://www.warhammer-community.com/wp-content/uploads/2023/01/qPJwZxeX8lH4HarK.pdf a full document about these limitations].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Imperium&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Adepta Sororitas]]&#039;&#039;&#039;&lt;br /&gt;
*You may take up to three characters, but only one may have 5+ wounds. [[Ephrael Stern]] can circumvent this despite being accompanied by Kyganil.&lt;br /&gt;
**Despite these rules, the Triumph of Saint Katherine is blocked off. Guess even the Sisters aren&#039;t zealous enough to take the irreplaceable relic coffin onto a space hulk.&lt;br /&gt;
*No character can take the Rapturous Blows Blessing of the Faithful.&lt;br /&gt;
*Repentia squads can only be taken in squads of 4 or 9 models, with the latter requiring you to split the squad into one boarding team of 5 and one team of 4.&lt;br /&gt;
*Arco-Flagellants can only be taken in squads of 3, 5, or 10 models.&lt;br /&gt;
*You can take one Dominion Squad despite being Fast Attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Adeptus Custodes]]&#039;&#039;&#039;&lt;br /&gt;
*No Shield Captain can take the Unstoppable Destroyer upgrade.&lt;br /&gt;
*Trajann Valoris can&#039;t take any enhancements, but he&#039;s already way too powerful to need it.&lt;br /&gt;
*You can only field a Knight-Centura if you take one other {{W40kKeyword|Anathema Psykana}} unit.&lt;br /&gt;
*You can take one Witchseekers squad despite being Fast Attack.&lt;br /&gt;
*You can only take Wardens in squads of 3 or 6 models, with the latter splitting the squad into two smaller teams of 3.&lt;br /&gt;
*You can only take Allarus Terminators in squads of 1-3 models, with the option to split each one up into their own one-man teams.&lt;br /&gt;
*Daughters of the Abyss only applies to Psykers that can see the sisters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Adeptus Mechanicus]]&#039;&#039;&#039;&lt;br /&gt;
*Doctrina Imperatives only work if your warlord is a Skitarii Marshal. Similarly, Canticles only work if the warlord is a {{W40kKeyword|Tech-Priest}}.&lt;br /&gt;
*You cannot take a Datasmith. Just as well, their viability laid more with the Kastelans.&lt;br /&gt;
*You can only take a unit of Servitors if you take at least one {{W40kKeyword|Tech-Priest}} model.&lt;br /&gt;
*You can only take one squad of Kataphron Breachers and Destroyers each.&lt;br /&gt;
*The Shroud Protocols dogma works on enemys over 6&amp;quot; away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Agents of the Imperium ([[Inquisition]], [[Imperial Navy]], [[Adeptus Arbites]], [[Officio Assassinorum]])&#039;&#039;&#039;&lt;br /&gt;
*Taking an Inquisitor allows you to take other {{W40kKeyword|Inquisition}} models despite lacking the Agents keyword. This also makes Acolytes troops instead of being Elites like usual.&lt;br /&gt;
**You can take multiple {{W40kKeyword|Inquisition Character}} models, but only one can be an Inquisitor.&lt;br /&gt;
*You can always take Assassins despite Character limitations, but they cannot be the Warlord.&lt;br /&gt;
*Daemonhosts, Jokaero, and Assassins cannot take Enhancements.&lt;br /&gt;
*When setting up the army, you need to pick between Acolytes, {{W40kKeyword|Navis Imperialis}} troops, and {{W40kKeyword|Adeptus Arbites}} troops. One of these gets ObSec.&lt;br /&gt;
*Voidsmen-at-Arms do not split up when making boarding teams.&lt;br /&gt;
*If you only take Exactor Squads and no characters other than the assassins, you can give one sergeant an enhancement as if they were a character.&lt;br /&gt;
**Curiously, you might be asking &amp;quot;WTF is an Exactor Squad?&amp;quot; Is GW hinting at a possible Arbites Kill Team in 2023...?&lt;br /&gt;
*Daemonhosts lose their Daemonic Power rules and just get +1 to S and A as compensation to speed things along.&lt;br /&gt;
*Jokaero can be placed in an entry zone alongside another {{W40kKeyword|Inquisition}} unit that isn&#039;t a Daemonhost.&lt;br /&gt;
*Assassins lose Independent Operative and Polymorphine, instead being able to deploy anywhere within 6&amp;quot; of one of your entry zones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Astra Militarum]]&#039;&#039;&#039;&lt;br /&gt;
*You can take up to three characters, but only one may have 5+ wounds.&lt;br /&gt;
*You can add only one {{W40kKeyword|Attaché}} model to each Command Squad. Despite this pushing a squad above the size limit, you can&#039;t split them into boarding teams.&lt;br /&gt;
*You can only take a squad of Servitors if you also take an Enginseer to keep them in line.&lt;br /&gt;
*You cannot split up Infantry Squads.&lt;br /&gt;
*Aerial Drop is removed for obvious reasons.&lt;br /&gt;
*Psychic Maelstrom is now WC8.&lt;br /&gt;
*Recon Operators doctrine now gives your models the ability to move 6&amp;quot; before the first turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Grey Knights]]&#039;&#039;&#039;&lt;br /&gt;
*You cannot buy Wisdom of the Prognosticars.&lt;br /&gt;
*You can take one Interceptor Squad despite being Fast Attack.&lt;br /&gt;
**Though usable, they suffer extreme limitations. Their teleport packs only give them a movement of 6&amp;quot; with a once per game ability to teleport, letting them move while ignoring models and terrain, [[Derp|but only as fast as they can normally walk.]]&lt;br /&gt;
*You can only include one unit of Servitors if you also take a Techmarine to mind them.&lt;br /&gt;
*If the Tide of Shadows is dominant, enemies count any models over 6&amp;quot; away as being behind light cover.&lt;br /&gt;
*Psychic Power Changes&lt;br /&gt;
**Fatal Precognition and Fires of Covenant as well as any other Sanctic witchfire powers can only be used once per phase.&lt;br /&gt;
**Gate of Infinity is now WC11.&lt;br /&gt;
**Vortex of Doom is now WC10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Space Marines]]&#039;&#039;&#039;&lt;br /&gt;
*You can take one {{W40kKeyword|Primarch}} unit despite them being a Lord of War - which might mean there&#039;s plans for more than just Bobby G to wake up...&lt;br /&gt;
**Funnily, this is only exclusive to the loyalists. Apparently Mortarion, Magnus and Angron are just too big to fit in such a tiny cabin. Even with Magnus able to change his size via psychic cheats.&lt;br /&gt;
*You can take a squad of Assault Marines or Fenrisian Wolves despite being Fast Attack. If you take Assault Marines, then they can&#039;t buy jump packs.&lt;br /&gt;
**The wolves can&#039;t take any actions.&lt;br /&gt;
*You can take an Eliminator Squad or Hellblaster Squad despite being Heavy Support. If you take a Hellblaster Squad, then they are set to a size of 5 models.&lt;br /&gt;
*You can only take a squad of Company Veterans if you also take a Captain. This squad is set to a size of 5 models.&lt;br /&gt;
*You can only take a squad of Servitors if you also take a Techmarine to mind them.&lt;br /&gt;
*Combat Squads is considered redundant considering that the basic rules force all squads to split into 5-man boarding teams.&lt;br /&gt;
*Outflank does not work.&lt;br /&gt;
*The Stealthy and Shadow Masters chapter tactics work on enemies over 6&amp;quot; away.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chaos&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Chaos Daemons]]&#039;&#039;&#039;&lt;br /&gt;
*Flamers can be taken despite the ban on flying.&lt;br /&gt;
**Exalted Flamers cannot take Enhancements.&lt;br /&gt;
*Horrors splitting can push a squad size past its initial size, so you can&#039;t split them off mid-game.&lt;br /&gt;
**Blue Horror squads cannot be split up at all.&lt;br /&gt;
*A pack of Flesh Hounds can be taken despite being Fast Attack.&lt;br /&gt;
*Any models with {{W40kKeyword|Fly}} can no longer do so.&lt;br /&gt;
*Warp Storm Changes&lt;br /&gt;
**Descending Shadow now works on enemies beyond 6&amp;quot; away.&lt;br /&gt;
**Malicious Misdirection does not work.&lt;br /&gt;
**Burning Terror costs 5 WST&lt;br /&gt;
**Wave of Sickness costs 4 WST&lt;br /&gt;
*Psychic Power changes&lt;br /&gt;
**Bolt of Change is now WC9.&lt;br /&gt;
**Infernal Gateway is now WC10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Chaos Space Marines]]&#039;&#039;&#039;&lt;br /&gt;
*You can take two HQ choices, but one of them must be the Dark Commune. [[Pyrovore|Given the latter&#039;s tier of useless, this rule is essentially useless]].&lt;br /&gt;
*You can take more cultists, but the number of {{W40kKeyword|Cultists Core Infantry}} units cannot equal more than double the number of {{W40kKeyword|Traitoris Astartes Core Infantry}} units.&lt;br /&gt;
*You can take one squad of Unnameable Beasts despite them being Fast Attack.&lt;br /&gt;
*Cultist Mobs can&#039;t be split up into boarding teams.&lt;br /&gt;
*When splitting up Accursed Cultists into boarding teams, one will only contain mutants while the other will only contain Torments.&lt;br /&gt;
*Only one Legionaries squad may take the Balefire Tome.&lt;br /&gt;
*Possessed Marines have a set squad size of 5 models.&lt;br /&gt;
*Masters of Duplicity (aka the [[Alpha Legion]]) works on enemies over 6&amp;quot; away.&lt;br /&gt;
*Psychic Powers changes&lt;br /&gt;
**Warptime is now WC9.&lt;br /&gt;
**Possession is now WC8.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Cult of the Arkifane&#039;&#039;&#039; - A specialized CSM detachment for the cultists of [[Vashtorr]].&lt;br /&gt;
:*You have three additional Troops slots...&lt;br /&gt;
:**That said, you can only take {{W40kKeyword|Cultist}} units, including the Dark Commune.&lt;br /&gt;
:**You cannot have more Accursed Cultists than you do Cultist Mobs.&lt;br /&gt;
:*You cannot take any enhancements aside from the faction&#039;s &amp;quot;Technoarcane Blessings&amp;quot;.&lt;br /&gt;
:*None of your units can split into boarding teams.&lt;br /&gt;
:*Psychic Powers changes&lt;br /&gt;
:**Warptime is now WC9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Death Guard]]&#039;&#039;&#039;&lt;br /&gt;
*You can take up to two characters, but one of them must be a {{W40kKeyword|Foetid Virion}}.&lt;br /&gt;
*You cannot take the Unstable Sickness or Viscous Death contagions.&lt;br /&gt;
*You can take one squad of Unnameable Beasts despite being Fast Attack.&lt;br /&gt;
**As an added bonus, these gribblies gain T6 and Disgustingly Resilient.&lt;br /&gt;
*You can only take one squad of Cultists, and the total number of Poxwalkers and Cultists squads cannot outnumber the number of Plague Marine squads.&lt;br /&gt;
**Cultists and Poxwalkers cannot be split into boarding teams.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Gellerpox Blight&#039;&#039;&#039; - A specialized DG detachment making use of the [[Gellerpox Infected]].&lt;br /&gt;
:*You can only take Gellerpox Infected and Mutoid Vermin...oh, and maybe one generic {{W40kKeyword|Death Guard Character}}.&lt;br /&gt;
:**Gellerpox Infected are treated as having the Troops role.&lt;br /&gt;
:**You cannot take more Mutoid Vermin than you do Gellerpox Infected.&lt;br /&gt;
:*Gellerpox Infected must be split up into two boarding teams: One made of the basic mutants and the other made of Nightmare Hulks.&lt;br /&gt;
:*Mutoid Vermin must be split into two boarding teams of 8 models each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Thousand Sons]]&#039;&#039;&#039;&lt;br /&gt;
*You cannot buy Legion Command upgrades.&lt;br /&gt;
*You can take one squad of Unnameable Beasts despite being Fast Attack.&lt;br /&gt;
**&#039;&#039;Fated Mutation:&#039;&#039; A new rule for the gribblies, pretty much letting you pick out which roll you want for mutations instead of rolling for them.&lt;br /&gt;
*You can only take one squad of Cultists, and the total number of Cultists and {{W40kKeyword|Bray}} units cannot outnumber the number of Rubric Marine squads.&lt;br /&gt;
*When splitting Scarab Occult Terminators and Rubric Marines, the team without the aspiring sorcerer lose the casting and any rules around it.&lt;br /&gt;
*The Malevolent Change Cabbalistic Ritual casts 5 Cabal Points.&lt;br /&gt;
*Psychic Power changes&lt;br /&gt;
**Warp Reality treats open hatchways as viable terrain.&lt;br /&gt;
**Sorcerous Facade is now WC11.&lt;br /&gt;
**Baleful Devolution is now WC9.&lt;br /&gt;
**Dark Blessing is now WC9.&lt;br /&gt;
**Temporal Surge is now WC9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[World Eaters]]&#039;&#039;&#039;&lt;br /&gt;
*You can take one squad of Unnameable Beasts despite being Fast Attack.&lt;br /&gt;
*You cannot take more Jakhals than you have Khorne Berzerkers.&lt;br /&gt;
*Jakhals cannot be split up into boarding teams.&lt;br /&gt;
*Kharn&#039;s The Betrayer ability only works on models he can see.&lt;br /&gt;
*You gain 1 BTP for each model destroyed. Adapted to account for the much smaller scale of the game.&lt;br /&gt;
*Khorne Bererkers lose the Blood Surge ability.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Aeldari&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Eldar|Aeldari]] (Craftworlds, [[Ynnari]])&#039;&#039;&#039;&lt;br /&gt;
*Despite having the same keywords and being in the same codex, Harlequins cannot be added here.&lt;br /&gt;
*Units with the Favoured of Khaine rule (read: Phoenix Lords) cannot take Enhancements.&lt;br /&gt;
**Phoenix Lords also cannot do the Secure Site action.&lt;br /&gt;
*Only one {{W40kKeyword|Aspect Warriors}} squad can take an Exarch Power.&lt;br /&gt;
*Warlocks can always be taken in units of 1-5 models.&lt;br /&gt;
*Guardian Defenders and Storm Guardians can take Serpent&#039;s Scale Platforms and Heavy Weapons Platforms despite pushing the squad size past its starting size. When splitting up the squads into boarding teams, one such team will consist of 6 models and the other 5 models.&lt;br /&gt;
*Battle Focus is dead. Welp, there goes pretty much all the battle strategy of the Eldar.&lt;br /&gt;
*Boarding Actions count as Patrol Squads for the sake of Strands of Fate.&lt;br /&gt;
*When enemies are charged by units using Howling Banshee Masks or Terror&#039;s Lament, they cannot use Set to Defend.&lt;br /&gt;
*Craftworld Attribute Changes&lt;br /&gt;
**Hunters of Ancient Relics does not work.&lt;br /&gt;
**When using the Fieldcraft or Masters of Concealment attributes (or Gloomfields), they work on enemies over 6&amp;quot; away.&lt;br /&gt;
*Executioner is now WC9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Dark Eldar|Drukhari]]&#039;&#039;&#039;&lt;br /&gt;
*You cannot use Lords of Commorragh upgrades.&lt;br /&gt;
*You can take one squad of either Clawed Fiends or Khymerae despite not being able to use a Beastmaster and being Fast Attack units.&lt;br /&gt;
**Any {{W40kKeyword|Beast}} units can&#039;t operate hatchways and lose their Beasts of the Arena rule.&lt;br /&gt;
*Mandrakes lose the Fade Away ability.&lt;br /&gt;
*You can only include one Court of the Archon, but it can only be comprised of one of each model.&lt;br /&gt;
*Your Archon gains the Raid Mastermind ability if you take one model of Kabalite Warriors, Wyches and Wracks, allowing all relevant units to take Obsessions.&lt;br /&gt;
*Obsession Changes&lt;br /&gt;
**Agile Hunters does not work.&lt;br /&gt;
**Acrobatic Display cannot let a unit move through walls and closed hatchways.&lt;br /&gt;
**Speed of the Kill cannot let a unit advance any further than 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Harlequins]]&#039;&#039;&#039;&lt;br /&gt;
*If you don&#039;t take a Solitaire, you have two HQ slots you can fill with characters.&lt;br /&gt;
**Only one such character can take a Pivotal Role.&lt;br /&gt;
**If you take a Solitaire, they can&#039;t take Enhancements or a Pivotal Role.&lt;br /&gt;
**If a Death Jester with the Lord of the Crystal Bones Pivotal Role hits an enemy, the enemy can&#039;t Set to Defend or Fire Overwatch.&lt;br /&gt;
*Solitaires lose Blitz.&lt;br /&gt;
*The Harlequin&#039;s Panoply can&#039;t let you move through walls or closed hatchways.&lt;br /&gt;
*As with the errata, you don&#039;t start with any Luck of the Laughing God re-rolls, you can only chance them.&lt;br /&gt;
*Psychic Power Changes&lt;br /&gt;
**Twilit Pathways is now WC8.&lt;br /&gt;
**Mirror of Minds is now WC9.&lt;br /&gt;
**Webway Dance is now WC6.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Xenos&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Genestealer Cults]]&#039;&#039;&#039;&lt;br /&gt;
*You can take up to three characters, but only one of them can have 5+ wounds.&lt;br /&gt;
*You cannot buy Proficient Planning upgrades.&lt;br /&gt;
*Brood Brothers cannot be taken - Not like we even know if any allied detachment rules work in this format.&lt;br /&gt;
*Neophyte Hybrids cannot be split into boarding teams.&lt;br /&gt;
*When a unit summons the cult, the number of models they restore is halved. This ability also can&#039;t be used more than once per game.&lt;br /&gt;
*Walls are considered obscuring terrain for the sake of the Exposed condition.&lt;br /&gt;
*&#039;&#039;Concealed Ambush:&#039;&#039; Instead of Conceal, this requires your opponent to set up their army before you do.&lt;br /&gt;
*The Subterranean Ambushers cult creed apply on enemies over 6&amp;quot; away.&lt;br /&gt;
*Mental Onslaught is now WC9.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Leagues of Votann]]&#039;&#039;&#039;&lt;br /&gt;
*You cannot upgrade a Brôkhyr Iron-Master into a Brôkhyr Forge-Master.&lt;br /&gt;
*You can take one Thunderkyn squad despite being Heavy Support.&lt;br /&gt;
*Enemies don&#039;t get Judgment Tokens from using the Fire Overwatch, Set to Defend, or Operate Hatchway actions.&lt;br /&gt;
*The Multiwave Comms Array lets the unit with it always count as being under the Kâhl&#039;s aura.&lt;br /&gt;
*When using the Crushing Contempt power and rolling higher than the enemy unit&#039;s Leadership, the enemy can&#039;t Fire Overwatch or Set to Defend.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Necrons]]&#039;&#039;&#039;&lt;br /&gt;
*You can take up to two HQ choices, but one of these must be a generic {{W40kKeyword|Cryptek}}. This does circumvent the no-fly zone restrictions if anyone asks.&lt;br /&gt;
**You can only take a squad of Cryptothalls if you take a {{W40kKeyword|Crpytek}} to mind them.&lt;br /&gt;
**You cannot buy the Atavindicator, Metalodermic Tesla Weave, or Quantum Orb Cryptek Arkana.&lt;br /&gt;
*You can take a unit of Scarab Swarms or Ophydian Destroyers despite being Fast Attack.&lt;br /&gt;
*You can only take a Canoptek Plasmacyte if you also take another {{W40kKeyword|Destroyer Cult}} unit to protect it.&lt;br /&gt;
**A Plasmacyte can also accompany any such unit (except the Skorpekh Lord) in an Entry Zone when setting your units up.&lt;br /&gt;
***As a matter of fact, you can&#039;t set up ANY units in the same Entry Zone as the Skorpekh Lord if they&#039;re the warlord. Blame the snootiness getting to their head.&lt;br /&gt;
*Any models with {{W40kKeyword|Fly}} can no longer do so.&lt;br /&gt;
*&#039;&#039;Lurking Horrors:&#039;&#039; Enemies take -1 to hit Flayed Ones. 2spoopy4u2hit&lt;br /&gt;
*Dynasty Changes&lt;br /&gt;
**Translocation Beams lets you move through models, but not walls and closed hatchways.&lt;br /&gt;
**Aggressively Territorial and Eternal Conquerors doesn&#039;t give all units ObSec, but it makes {{W40kKeyword|Infantry}} units count as having one more model for the sake of capping.&lt;br /&gt;
***Relentlessly Expansionist only lets units move 6&amp;quot; before the first turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Orks]]&#039;&#039;&#039;&lt;br /&gt;
*You can take up to two characters, but one of them must be a Runtherd. You can only have one such Runtherd in your detachment.&lt;br /&gt;
*You can only take one Kustom Job in your detachment.&lt;br /&gt;
*You can only take one squad of Gretchin. This squad cannot be split into boarding teams.&lt;br /&gt;
**When setting up this squad, you can also put the Runtherd in the same Entry Zone as the grots.&lt;br /&gt;
*You can take one squad of Flash Gitz despite them being Heavy Support.&lt;br /&gt;
*You can only take two squads of Meganobz.&lt;br /&gt;
*If a model with a tankhammer misses, that model dies and their unit suffers a messy d3 mortal wounds.&lt;br /&gt;
*Kommandos&#039; Neck Slittaz applies to anyone within 1&amp;quot; of an open hatchway or when using a Distraction Grot.&lt;br /&gt;
*Kultur Changes&lt;br /&gt;
**Taktiks applies to any models over 6&amp;quot; away from the enemy.&lt;br /&gt;
**Lucky Blue Gitz does not give everyone ObSec, but it makes all {{W40kKeyword|Infantry}} units count as having an additional model for the sake of capping.&lt;br /&gt;
*Da Jump is now WC 11.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tau Empire]]&#039;&#039;&#039;&lt;br /&gt;
*You cannot buy Prototype Systems.&lt;br /&gt;
*You can buy a hover drone for your Ethereal despite the ban on flying.&lt;br /&gt;
**You can also buy a {{W40kKeyword|Crisis}} or {{W40kKeyword|Stealth Battlesuit}} unit (including Farsight) despite this same ban.&lt;br /&gt;
***Farsight only has 3 Attacks for some reason. Is a Crisis Suit really that clumsy in such cramped spaces?&lt;br /&gt;
*You can take a squad of Pathfinders or Drones despite being Fast Attack.&lt;br /&gt;
**Despite being able to field Drones as a unit, you can&#039;t attach them to another squad. Similarly, your Fire Warriors can&#039;t take their turrets. [[Derp|Despite the Eldar getting theirs]].&lt;br /&gt;
*You can only take {{W40kKeyword|Kroot}} units after taking a squad of Carnivores. Sadly, Vespid are not given such niceties.&lt;br /&gt;
**One squad of 1-3 Krootox Riders can be taken via this way, despite having the {{W40kKeyword|Cavalry}} keyword.&lt;br /&gt;
**A squad of Kroot Hounds can also be taken via this way despite being Fast Attack.&lt;br /&gt;
***Kroot Hounds can&#039;t perform any actions.&lt;br /&gt;
**{{W40kKeyword|Kroot}} squads cannot be split into Boarding Teams.&lt;br /&gt;
*Any models with {{W40kKeyword|Fly}} can no longer do so and gain a move speed of 6&amp;quot;.&lt;br /&gt;
*Manta Strike does not work for obvious reasons.&lt;br /&gt;
*Tenet Changes&lt;br /&gt;
**Masters of Urban Warfare and Camouflage Experts affect enemies over 6&amp;quot; away.&lt;br /&gt;
**Strike Fast applies to all Entry Zones instead of a Deployment Zone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Tyranids]]&#039;&#039;&#039;&lt;br /&gt;
*Neurothropes, Venomthropes and Zoanthropes can be taken despite the ban on flying.&lt;br /&gt;
**That said, the option between Zoanthropes and Venomthropes is mutually exclusive; you can&#039;t take both broods.&lt;br /&gt;
*You can only field one Lictor. Presumably, this also applies to the Deathleaper.&lt;br /&gt;
*You can take a unit of Ripper Swarms despite being Fast Attack.&lt;br /&gt;
*Hormagaunts and Termagants cannot be split into boarding teams.&lt;br /&gt;
*Any models with {{W40kKeyword|Fly}} lose the ability to do so.&lt;br /&gt;
*You can ignore walls and closed hatchways for the sake of determining who&#039;s in Synapse or who can benefit from Synaptic Link - unless it&#039;s to see who can cast psychic powers.&lt;br /&gt;
*Biomorphology Changes&lt;br /&gt;
**Synaptic Goading does not work on all {{W40kKeyword|Endless Multitude}} units, instead only letting one unit move 6&amp;quot; before the first turn.&lt;br /&gt;
**Tunnel Networks and Naturalised Camouflage works on enemies over 6&amp;quot; away.&lt;br /&gt;
*Paroxysm stops the target from using Set to Defend or Fire Overwatch.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Specialist Detachments====&lt;br /&gt;
Not a detachment on their own, Specialist Detachments are an upgrade to regular detachments and the spiritual successors of the 7E mega-formations, but now they function like &amp;quot;premium&amp;quot; Warlord Traits, Stratagems and Relics locked behind a 1CP paywall. More fluffy than OP (&#039;&#039;usually&#039;&#039;) and the real meat of Specialist Detachments are the Stratagems (i.e. the Specialist Detachment&#039;s benefits only kick in if you&#039;re willing to sink a lot of CP into them first), so the fanbase didn&#039;t rage that hard this time. &amp;lt;sub&amp;gt;Imperium Nihilus - Vigilus Defiant campaign supplement, 2018.&amp;lt;/sub&amp;gt;&lt;br /&gt;
*A detachment may be so upgraded only once, &#039;&#039;even if the Specialist Detachment upgrade affects different units in it&#039;&#039;.&lt;br /&gt;
Of note, specialist detachments are no longer legal in matched play.&lt;br /&gt;
*Replacing them are &#039;&#039;Armies of Renown&#039;&#039;, which are essentially the same thing but they don&#039;t cost a CP to enable.&lt;br /&gt;
&lt;br /&gt;
===Making the most of Detachments===&lt;br /&gt;
*You get to choose a special ability for each Detachment in your army if all the units in that Detachment share a specific keyword, although sometimes Auxiliary Support Detachments and/or Super-heavy Auxiliary Detachments do not benefit from these abilities, in addition, Chaos Space Marines don&#039;t get the benefit for these abilities except on Infantry, Bikes, and Hellbrutes and a few units in other armies are also exempt like Necron C&#039;tan. These special abilities can play a huge role in how powerful a unit is and how it should be used most effectively, grouping units together so that all units in your army benefit from the most beneficial special ability for that unit can make your army more successful, although it might limit the benefits your characters can give to what units. You can read what special abilities are available to different factions in the faction army tactics pages found at the bottom of this article. &lt;br /&gt;
*FAQs have explicitly stated that detachments whose different sub-faction keywords (such as {{WH40Kkeyword|Chapter}} and {{WH40Kkeyword|Regiment}}) have the same name do not allow buff sharing, so don&#039;t get cheeky by naming your custom IG regiment &amp;quot;Ultramarines&amp;quot; and expect it to do anything beyond making you look like a dick.&lt;br /&gt;
*{{WH40Kkeyword|IMPERIUM}} Space Marines gain additional rules when the entire list contains nothing but Adeptus Astartes and an additional rule if the entire list contains nothing but models from a single Chapter sub-faction, the only exceptions being the Deathwatch. Sisters of Battle likewise gain an additional rule if their army contains nothing but Adeptus Ministorum units.&lt;br /&gt;
&lt;br /&gt;
===Looking for advice===&lt;br /&gt;
[[File:Poorlist.png| thumb|right|Note the large amount of excess information]] &lt;br /&gt;
[[File:Watwhy.png| thumb|left|I really hope you wouldn&#039;t do this, Anon-kun]]&lt;br /&gt;
[[File:Muchimproved.png| thumb|right|A much-improved version]]&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve managed to hamfistedly slap together your first list, and it&#039;s even won you a few games, but is it good? Probably not. So, you go to one of [[/tg/|TeeGee&#039;s]] list threads and immediately get yelled at for your poor formatting, lack of experience, and general overall [[neckbeard|clean-shavenness]]. Here is a list of some DOs and DON&#039;Ts:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*DO:- Post what you want to do with this list (tournament, casual etc)&lt;br /&gt;
*DO:- Post the points limit&lt;br /&gt;
*DO:- Post the total cost of each model (for characters) or unit&lt;br /&gt;
*DO:- List the upgrades a unit has taken&lt;br /&gt;
*DO:- List the dedicated transports a unit has taken&lt;br /&gt;
*DO:- Clearly identify which detachment each unit belongs to&lt;br /&gt;
&lt;br /&gt;
*DON&#039;T:- Post the individual cost breakdown for each upgrade&lt;br /&gt;
*DON&#039;T:- Post the individual stats of a unit&lt;br /&gt;
*DON&#039;T:- Copy the list directly from battle scribe (or equivalent) &lt;br /&gt;
*DON&#039;T:- List ALL the war gear/special rules a model/unit has&lt;br /&gt;
*DON&#039;T:- List all the command benefits an individual detachment has&lt;br /&gt;
*DON&#039;T:- Bump excessively either, as that will diminish the likelihood anons will respond&lt;br /&gt;
*DON&#039;T:- Be a wanker to somebody who gave you negative feedback; they gave it for a reason&lt;br /&gt;
&lt;br /&gt;
Remember: To get feedback from an anon who either plays or knows your army, that anon first has to see the army list. (duh) This means you might have to post it a few times, at different times of the day, or include an image in the post. The less-played the army is, the less likely you will be to get feedback the first time you post. Chaos usually gets feedback first time, but Sisters generally have to repost a few times. (also, duh) Just be patient.&lt;br /&gt;
&lt;br /&gt;
==Playing the Game==&lt;br /&gt;
&lt;br /&gt;
Before we get started, note that 9th edition has GW releasing updates to Matched Play in yearly supplements titled &amp;quot;War Zone: [x]&amp;quot; While the core rules for this edition is practically the same, each War Zone supplement changes the game slightly. That is, until 2022, when War Zone Nephilim came out and [[Skub|created a rational, reasonable discussion]] within the community after it cut your CP pool in half, made all WTs and Relics cost command points, and revamped secondaries. Luckily, no one &#039;&#039;says&#039;&#039; you&#039;ve gotta play Nephilim if you and your group doesn&#039;t want to.&lt;br /&gt;
&lt;br /&gt;
[https://www.warhammer-community.com/wp-content/uploads/2020/07/Lw4o3USx1R8sU7cQ.pdf The basic rules of the game are available here.]&lt;br /&gt;
&lt;br /&gt;
===Secondary Objectives (AKA: Prioritizing Your Targets)===&lt;br /&gt;
New to 9E is the addition of secondary objectives...okay, not entirely. Unlike Maelstrom of War&#039;s cards, these are always active (although you can only get 15 VP per secondary objective), but you can only pick one from each category (listed below). Some missions even give you special secondary objectives to pick up if you want something better-tailored.&lt;br /&gt;
&lt;br /&gt;
Some of these objectives give units actions - be careful as these have specific criteria that might mess with your gameplan. Also, just having your whole army painted grants a free 10 VP at the end of the battle: nobody&#039;s asking you to make them look like Golden Daemon winners, but just make sure that other people can look at them [[THIN YOUR PAINTS|without hurting themselves]]. &lt;br /&gt;
&lt;br /&gt;
As previously mentioned, these Secondaries have gone through quite a few changes since they first came out. For example, each faction has their own specific secondaries and you&#039;re no longer limited by the number of faction secondaries you can take, just by category. Nephilim removed lots of the situational secondaries (like Titan Slayer or Slay the Warlord that only gave you 8 or so points), making them more generalized so that you could keep scoring them throughout the game. On the other hand, it also removed Domination/Stranglehold, which was the one that piggybacked on the Primary (essentially doubling your VP). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Assassinate&#039;&#039;: 3 VP for each {{W40kKeyword|Character}} you kill, 1 VP if you kill the Warlord. In Nephilim, this is also your default Purge Objective, but can be switched.&lt;br /&gt;
*&#039;&#039;Bring it Down&#039;&#039;: 1 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 9 or less wounds, 2 VP for each enemy {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} with a Wounds characteristic of between 10-14 that is destroyed, and 3 VP for each enemy  {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} with a Wounds characteristic of 15-19, and 4 VP for 20 or more.&lt;br /&gt;
*&#039;&#039;Titan Slayers&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: 10 VP if you kill one {{W40kKeyword|Titanic}} model, but you max out at 15 if you kill more than one.&lt;br /&gt;
*&#039;&#039;Cut off the head&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: The old &#039;&#039;Slay the Warlord&#039;&#039;. The sooner you kill the warlord, the more points you get, so you better move fast. Also, be careful with resurrecting units, the one death that counts is the last.&lt;br /&gt;
***13 VP for killing it 1st round&lt;br /&gt;
***10 VP for killing it 2nd round&lt;br /&gt;
***6 VP for killing it 3rd round&lt;br /&gt;
***3 VP for killing it 4th round&lt;br /&gt;
***1 VP for killing it 5th round&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Grind Them Down&#039;&#039;: The Default for No Mercy, No Respite. Score 3 VP at the end of the round if more enemy units were destroyed than friendlies. &lt;br /&gt;
*&#039;&#039;Take No Prisoners&#039;&#039;: If you select this objective, keep a Kill Points tally. Each time an enemy model is destroyed (excluding VEHICLE, MONSTER or CHARACTER models), add a number of marks to this tally equal to the Wounds characteristic of the destroyed model. At the end of the battle, divide your Kill Points tally by 10 and round down - the result is the number of victory points you score. In addition, if your Kill Points tally is between 50 and 99, you score 1 additional victory point, and if your tally is 100 or more, you score 2 additional victory points.&lt;br /&gt;
*&#039;&#039;While We Stand, We Fight&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: Select the three most expensive &amp;lt;s&amp;gt;models&amp;lt;/s&amp;gt; &#039;&#039;&#039;UNITS&#039;&#039;&#039; in your army. &amp;lt;s&amp;gt;Yes, models, we are counting all the wargear options. For each of these models that remains at the end of the game, you earn 5 VP.&amp;lt;/s&amp;gt; Not anymore, as of the 2021FAQ these now specify &amp;quot;units&amp;quot; rather than models, making it absolute garbage. &lt;br /&gt;
*&#039;&#039;First Strike&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: 5 VP if you kill an enemy unit during the first turn, adding 3 more VP if you kill more enemy units than they kill your units during the first round.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Behind Enemy Lines:&#039;&#039; The Default Supremacy objective in Nephilim. Score 2 VP if one unit from your army, excluding Aircraft, is wholly within your opponent&#039;s deployment zone. Score 4 instead if two or more units are within the enemy&#039;s deployment zone.&lt;br /&gt;
*&#039;&#039;Engage on All Fronts&#039;&#039;: Score 2 VP if you have units totally within 3 table quarters and more than 6&amp;quot; away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6&amp;quot; away from the center of the table.&lt;br /&gt;
**Tweaked quite a few times to exclude units with less than x amount of models so check whatever book you&#039;re using for the exact wording: In Nephilim, you must be 6&amp;quot; away from another &#039;&#039;table quarter&#039;&#039;, and a unit must have &#039;&#039;started&#039;&#039; with more than 3 models in their unit, or be a VEHICLE/MONSTER (but not Aircraft) to qualify. Which means that even if your bike squad has been reduced to the Sergeant, you can still score if he gets 6&amp;quot; away from another table quarter.&lt;br /&gt;
*&#039;&#039;Linebreaker&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: 6 VP at the turn&#039;s end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}) in the enemy deployment zone. Another classic.&lt;br /&gt;
*&#039;&#039;Total Domination&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: 3 VP if you own more than half the board&#039;s objectives.&lt;br /&gt;
**This Secondary has seen lots of changes, before finally being removed in Nephilim because everyone tended to just double-dip on the objective game. &lt;br /&gt;
*&#039;&#039;Retrieve Nachmund/Nephilim Data&#039;&#039;*: A Tally Objective. An Infantry or Biker unit wholly within a table quarter and 6&amp;quot; away from another table quarter can attempt to retrieve a servo skull. Roll a D6, subtracting 1 from the roll if it&#039;s being performed by a Troops unit. If the roll is less than or equal to the number of models in that unit, the action completes at the end of your turn, adding one to your tally.&lt;br /&gt;
**If performed twice, you gain 4 points. Three times, 8 points. Four times for 12. &lt;br /&gt;
**Some actions, like Raise Banners, can be done by multiple units. Retrieve Data can only be done once per turn, so you&#039;re looking at a four turn investment for 12 VP max. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*A lot of the secondaries in this section were baked into the mission-specific &#039;&#039;&#039;Primaries&#039;&#039;&#039; in Nephilim. &lt;br /&gt;
*&#039;&#039;Raise the Banners High&#039;&#039;: Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. When they move next to an objective, they can choose to plant a flag (action begins at the end of your movement phase), scoring you points so long as the objective remains in your control. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives.&lt;br /&gt;
**Super subtle changes, the important one being that the action can begin and succeed &#039;&#039;even if there are enemies around the objective,&#039;&#039; you just need to make sure you &#039;&#039;hold it&#039;&#039; by the start of your next command phase. That means that if you have a single Intercessor on it surrounded by 10 Death Guard Cultists (who aren&#039;t ObSec in DG), so long as the Intercessors don&#039;t do anything else, the action succeeds and you gain points.  &lt;br /&gt;
*&#039;&#039;Investigate Sites&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: Your {{W40kKeyword|Infantry}} units (excluding {{W40kKeyword|Character}}) gain a new action each turn. If they move within 6&amp;quot; of the table center and end the turn with no units (excluding {{W40kKeyword|Aircraft}}) within 6&amp;quot; of them, you win 3 VP.&lt;br /&gt;
*&#039;&#039;Repair Teleport Homer&#039;&#039;&amp;lt;sup&amp;gt;[Removed in Nephilim]&amp;lt;/sup&amp;gt;: Your {{W40kKeyword|Infantry}} units (sans {{W40kKeyword|Character}}) gain a new action each turn. If they move so they&#039;re totally within the enemy DZ and have them survive until your next command phase, you win 5 VP.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Mental Interrogation&#039;&#039;: Your {{W40kKeyword|Psyker}} units gain a new power. During the psychic phase, they can cast this power on a 4+ on an enemy {{W40kKeyword|Character}} within 18&amp;quot; and gain 3 VP.&lt;br /&gt;
**In addition, if it exceeds the target&#039;s Leadership, you gain a CP. &lt;br /&gt;
*&#039;&#039;Psychic Ritual&#039;&#039;: Your {{W40kKeyword|Psyker}} units can attempt a ritual if they&#039;re within 6&amp;quot; of the center of the map, keeping a tally for each successful cast. 3 VP for 1 Cast, 7 for 2 Casts, and a mere 12 for 3 and up.&lt;br /&gt;
**Not as garbage as when it first came out, but still a steaming pile of shit. The fact that it&#039;s affected by both Deny and Pseudo-Deny makes it risky to pop off as anyone with a brain will do their best to stop you. Also restricts your Psykers from doing better things unless you use faction-specific strats. &lt;br /&gt;
*&#039;&#039;Abhor the Witch&#039;&#039;: You can&#039;t take any {{W40kKeyword|Psyker}} units for this. You gain 3 VP for any {{W40kKeyword|Psyker}} {{W40kKeyword|Character}} you kill and earn 2 VP for any other {{W40kKeyword|Psyker}} units you kill.&lt;br /&gt;
*&#039;&#039;&#039;[[Grey Knights|Suck it]], [[Thousand Sons|Nerds]]&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Movement 101===&lt;br /&gt;
{{Main|Warhammer 40,000/Tactics/Movement 101}}&lt;br /&gt;
&lt;br /&gt;
Topics covered so far:&lt;br /&gt;
*How movement works.&lt;br /&gt;
*Common rules mistakes.&lt;br /&gt;
*Basic advice regarding movement.&lt;br /&gt;
*Accurate and predictable measuring.&lt;br /&gt;
*Countering enemy movement.&lt;br /&gt;
&lt;br /&gt;
===Psychic Phase (AKA: mind bullet time)===&lt;br /&gt;
Link to main article: [[Warhammer_40,000/Tactics/Psychic 101(8E)|Psychic Phase 101]]&lt;br /&gt;
&lt;br /&gt;
===Terrain 101===&lt;br /&gt;
New as of 9th, pieces of terrain will all have certain traits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cover:&#039;&#039;&#039; {{W40kKeyword|Infantry}}, {{W40kKeyword|Beasts}}, and {{W40kKeyword|Swarm}} models receive the benefits of cover from an Obstacle while within 3″ of an obstacle unless, when you resolve an attack that targets said model&#039;s unit, you can draw straight lines, 1mm in thickness, to every part of a model&#039;s base from a single point on the attacking model’s base (or hull) without any of those lines passing over or through any part of the obstacle.  {{W40kKeyword|Infantry}}, {{W40kKeyword|Beasts}}, and {{W40kKeyword|Swarm}} models receive the benefits of cover from Area Terrain while within it.  Nothing else gains the benefits of cover from the core rules with the possible exception of Dense Cover, which is discussed in that entry below.&lt;br /&gt;
**&#039;&#039;&#039;Dense Cover:&#039;&#039;&#039; If this terrain feature is at least 3&amp;quot; in height, then subtract 1 from the hit roll when resolving an attack with a ranged weapon unless you can draw straight lines, 1mm in thickness, to every part of at least one model’s base (or hull) in the target unit from a single point on the attacking model&#039;s base (or hull) without any of those lines passing over or through any part of any terrain feature with this trait. Models that are on or within an Area Terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is on or within. Models within 3&amp;quot; of an Obstacle terrain feature with this trait do not suffer this penalty if the only terrain feature these lines pass over or through is the terrain feature that the attacking model is within 3&amp;quot; of.  This penalty is also ignored when the target is either W18+ or {{W40kKeyword|Aircraft}}.&lt;br /&gt;
***The Core Rules FAQ contains &amp;quot;Designer&#039;s Notes&amp;quot; which contradict the Core Rules on Dense Cover, but &#039;&#039;does not&#039;&#039; actually errata the definitions of Obstacle, Area Terrain, or Dense Cover:&lt;br /&gt;
****&#039;&#039;Also, in the same way that Obscuring terrain ‘blocks’ visibility when it is in between the firing model and its intended target, Dense Cover terrain imposes a hit penalty whenever it is between the firing model and its intended target (with the noted exceptions). &#039;&#039;&#039;It is not required for a unit to be fulfilling the criteria of ‘gaining the benefits of cover’, as described for Obstacles and Area Terrain, for this penalty to hit rolls to apply&#039;&#039;&#039; (but also note that any rule that ignores the benefits of cover, or that ignores the benefits of cover that impose a penalty on hit rolls, would still ignore that penalty).&#039;&#039;&lt;br /&gt;
***As a result, you need to discuss with your opponent how to interpret this.  Common options are listed below:&lt;br /&gt;
****The Designer&#039;s Note changes the conditions for Dense Cover to those of Obscuring Terrain: use the conditions for Obscuring (changing the height requirement to 3&amp;quot;) and nothing else.  This means units on or within Dense Cover gain no benefit (just as they do not for Obscuring), but units &amp;quot;behind&amp;quot; Dense Cover benefit unless Aircraft or W18+, even if not Infantry, Beast, or Swarm.&lt;br /&gt;
****The Designer&#039;s Note adds to the conditions for Dense Cover such that both rules apply at once: under the conditions of Obscuring (changing the height requirement to 3&amp;quot;), all non-Aircraft non-W18+ benefit, and while on or within Dense Cover, Infantry, Beasts, and Swarms benefit (provided they are neither Aircraft nor W18+).&lt;br /&gt;
****The Designer&#039;s Note is ambiguous, so without explanation, has to be ignored.  Treat this text as not existing, and like Light or Heavy cover, only Infantry, Beasts, and Swarms benefit.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Cover:&#039;&#039;&#039; +1 to armour saves against attacks made with melee weapons unless the attacked model made a charge this turn.&lt;br /&gt;
***As a practical matter, &#039;&#039;all&#039;&#039; heavy cover is also light (and hence none of it is dense).&lt;br /&gt;
*&#039;&#039;&#039;Light Cover:&#039;&#039;&#039; +1 to armour saves against attacks made with ranged weapons.&lt;br /&gt;
**As a practical matter, light and dense cover are treated by GW as mutually exclusive, and heavy is treated as light but moreso (some light cover is also heavy and all heavy cover is also light).&lt;br /&gt;
*&#039;&#039;&#039;Obstacle:&#039;&#039;&#039; Terrain you can be on but not within.  Has a series of traits that can be added on which in practice amount to &amp;quot;levels&amp;quot; of Obstacle:&lt;br /&gt;
*#Baseline: Doesn&#039;t have Exposed Position, Unstable Position, or Defence Line.  No additional rules.&lt;br /&gt;
*#&#039;&#039;&#039;Exposed Position&#039;&#039;&#039;:  This will &#039;&#039;never&#039;&#039; have Unstable Position or Defence Line.  A model does not receive the benefits of cover if it is standing on this terrain feature. If you are behind it you may, though.  Can&#039;t be on Area Terrain because you can be within Area Terrain but not on it.  Note that this means the terrain will also deny cover to a unit on it that has a special rule granting cover - Exposed Position removes cover benefits even if the Obstacle doesn&#039;t grant them.&lt;br /&gt;
*#&#039;&#039;&#039;Unstable Position&#039;&#039;&#039; without Defence Line:  This will &#039;&#039;never&#039;&#039; have Unstable Position.  You can&#039;t stand units on top of this thing. No exceptions. You can walk them over it or through it, but not on top of it.  Can&#039;t be on Area Terrain because you can be within Area Terrain but not on it.&lt;br /&gt;
*#&#039;&#039;&#039;Defence Line&#039;&#039;&#039;:  This will &#039;&#039;always&#039;&#039; imply Unstable Position (and hence can&#039;t be Exposed Position).  If an enemy unit is within 1&amp;quot; of this terrain feature, you can still make a charge move against it so long as the charging unit ends its charge move touching that terrain feature and within 2&amp;quot; of the target unit. Units are eligible to fight, and models can make attacks with melee weapons, if their target is on the opposite side of this terrain feature and within 2&amp;quot;.  Doesn&#039;t actually require Unstable Position RAW, but because UP is the only kind of terrain where you can need this rule in order to engage, in practice is only found on some UP.&lt;br /&gt;
*Movement-modifying traits.&lt;br /&gt;
**&#039;&#039;&#039;Breachable:&#039;&#039;&#039;  All {{W40kKeyword|Infantry}}, {{W40kKeyword|Beasts}}, and {{W40kKeyword|Swarm}}s can move through any walls, girders, chains, or foliage of this feature without impediment - nothing else can.  As a practical matter, this usually means the listed units can easily move horizontally through Breachable terrain, while everything else has to pay additional movement to go over it.&lt;br /&gt;
***For unclear reasons, in practice 100% of Breachable terrain is also Defensible.&lt;br /&gt;
**&#039;&#039;&#039;Scaleable:&#039;&#039;&#039; Only {{W40kKeyword|Infantry}}, {{W40kKeyword|Beasts}}, {{W40kKeyword|Swarm}}s, and {{W40Kkeyword|Fly}} can be set up or end a move on top of an Obstacle with this (for anything else, it&#039;s functionally Unstable Position).  Likewise, only the same set of models can be set up or end a move on the non-ground floors of an Area Terrain feature with this trait (other models can only be set up or end a move on the ground floor). Finally, the terrain is Breachable with respect to a different set of features than actual Breachable (basically, features that would usually block &#039;&#039;vertical&#039;&#039; movement):  {{W40kKeyword|Infantry}}, {{W40kKeyword|Beasts}}, and {{W40kKeyword|Swarm}}s can move through the floors, ceilings, and gantries of this terrain feature without impediment.&lt;br /&gt;
***This means you&#039;ll never see terrain which is both Scaleable and Unstable Position (and hence you&#039;ll also never see Scaleable and Defence Line), as that would cause a rules paradox.&lt;br /&gt;
**&#039;&#039;&#039;Difficult Ground:&#039;&#039;&#039; Or rather, Difficult Terrain. Reworked to not be as crippling, this now only robs 2&amp;quot; of normal/advance/fall back movement and applies -2 to charge rolls for any that cross over it unless the entire unit has {{W40Kkeyword|Fly}} or it has {{W40Kkeyword|Titanic}} &#039;&#039;and&#039;&#039; the feature is less than 3&amp;quot; tall.&lt;br /&gt;
***For whatever reason, in practice all difficult ground is area terrain, even though in principle you could have difficult obstacles.&lt;br /&gt;
*Durability-enhancing traits.&lt;br /&gt;
**&#039;&#039;&#039;Defensible:&#039;&#039;&#039; Non-engaged {{W40kKeyword|Infantry}} units wholly within this (if Area Terrain) or wholly within 3&amp;quot; of it (if Obstacle) that are charged (if an Obstacle, draw a line 1mm thick between the closest parts of the bases or hulls of the two closest models in the two units; if the line passes over/through the Obstacle, then Defensible applies, otherwise it does not) can either hit with their overwatch shots on a 5+ (which doesn&#039;t enable overwatch, it just increases your accuracy if you are overwatching) or be barred from overwatch but gain a +1 bonus to hit in the next Fight phase.&lt;br /&gt;
**&#039;&#039;&#039;Inspiring:&#039;&#039;&#039; Units within 6&amp;quot; of this terrain piece gain +1 to Leadership. This can be locked to certain faction keywords so you don&#039;t have guardsmen being inspired by being near a chaos shrine or necrons inspired by statues of imperial saints.&lt;br /&gt;
**&#039;&#039;&#039;Obscuring:&#039;&#039;&#039; For your tall terrain pieces. Anything taller than 5&amp;quot; will block LOS for units on either side of it. However, it does nothing if either unit (the observer or the observed) is inside or on it, or if the observed unit&#039;s an {{W40kKeyword|aircraft}} or is W18+.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In the table below, under &amp;quot;Category&amp;quot;, &amp;quot;Exposed Position&amp;quot; means an Obstacle with Exposed Position (and hence neither Unstable Position nor Defence Line), &amp;quot;Unstable Position&amp;quot; means an Obstacle with Unstable Position and neither Exposed Position nor Defence Line, and &amp;quot;Defence Line&amp;quot; means an Obstacle with Unstable Position and Defence Line.  &amp;quot;Area Terrain&amp;quot; is Area Terrain that isn&#039;t Difficult Ground and &amp;quot;Difficult Ground&amp;quot; is Area Terrain that is.&lt;br /&gt;
&lt;br /&gt;
Cover is &amp;quot;Dense&amp;quot;, which means Dense but not Light or Heavy, &amp;quot;Light&amp;quot;, which means Light but not Dense or Heavy, or &amp;quot;Heavy&amp;quot;, which means both Heavy &#039;&#039;and&#039;&#039; Light.  &amp;quot;No&amp;quot; simply means no cover.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Breachable&amp;quot; is &amp;quot;Breachable&amp;quot; if both Breachable and Defensible, &amp;quot;Defensible&amp;quot; if Defensible but not Breachable, and &amp;quot;No&amp;quot; if neither.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin-left:auto;margin-right:auto;&amp;quot;&lt;br /&gt;
|+ Terrain Features&lt;br /&gt;
! scope=col | Name&lt;br /&gt;
! scope=col | Category&lt;br /&gt;
! scope=col | Breachable&lt;br /&gt;
! scope=col | Cover&lt;br /&gt;
! scope=col | Obscuring&lt;br /&gt;
! scope=col | Scaleable&lt;br /&gt;
! scope=col | Inspiring&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Armoured Containers&lt;br /&gt;
| Exposed Position || No || {{font color|Light|green}} ({{font color|Exposed&amp;amp;nbsp;Position|red}}) || No || {{font color|Yes|green}} || No&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Barricades and Fuel Pipes&lt;br /&gt;
| Defence Line || {{font color|Defensible|green}} || {{font color|Heavy|green}} ||colspan=3| No&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Battlefield Debris &lt;br /&gt;
| Exposed Position || No || No ({{font color|Exposed Position|red}}) ||colspan=3| No&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Craters&lt;br /&gt;
| Difficult Ground || No || {{font color|Light|green}} ||colspan=3| No&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Imperial Statuary&lt;br /&gt;
| Unstable Position || No || {{font color|Light|green}} ||colspan=2| No || {{font color|{{W40Kkeyword|Imperium}}|green}}&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Industrial Structure&lt;br /&gt;
| Area Terrain || {{font color|Breachable|green}} || {{font color|Dense|green}} || No || {{font color|Yes|green}} || No&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Ruined Walls&lt;br /&gt;
| Defence Line || {{font color|Breachable|green}} || {{font color|Dense|green}} ||colspan=3| No&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Ruins&lt;br /&gt;
| Area Terrain || {{font color|Breachable|green}} || {{font color|Light|green}} ||colspan=2| {{font color|Yes|green}} || No&lt;br /&gt;
|- style=&amp;quot;text-align:center;&amp;quot;&lt;br /&gt;
! scope=row | Woods&lt;br /&gt;
| Difficult Ground || {{font color|Breachable|green}}  || {{font color|Dense|green}} ||colspan=3| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Tactical Deployment====&lt;br /&gt;
Added in the Tactical Deployment Chapter Approved Mission Pack, this system adds points costs to terrain and enables them to be deployed by each side as if they were units; the point limit for deploying terrain is proportional to the size of the game (e.g. 50-100 points for Combat Patrol and 300-400 for Onslaught). Terrain deployed in this way will gain Terrain Abilities in addition to the normal traits, which grants them more complex effects than usual.&lt;br /&gt;
&lt;br /&gt;
===Combat 101===&lt;br /&gt;
While Shooting and Fighting are separated below, they largely share rules, much like how Movement and Charging are in separate phases, but share many rules and concepts. By and large, &#039;&#039;any&#039;&#039; attack you make has 5 values: Attacks (which is rate of fire), Accuracy (typically WS or BS), Strength, AP, and Damage. These values are converted into other values in context (for example, attacks are left alone, but accuracy requires dividing by 6), then those values are multiplied together to determine how many wounds you actually expect to knock off your target. They resolve in this order, in general:&lt;br /&gt;
&lt;br /&gt;
#Select a unit to make attacks.&lt;br /&gt;
#If these are melee attacks, determine number of attacks.&lt;br /&gt;
#For each model in the unit, select its target unit(s), which must be within range, and, if this is being done for shooting attacks, within line of sight.  Shooting attacks may target a different unit with each weapon and melee attacks may target a different unit with each attack, for determining how many targets to select - declare which weapons and how many attacks with each (if melee) are going against each target now. Proceed below for each model &#039;&#039;after&#039;&#039; all models have chosen targets.&lt;br /&gt;
#*Order of procession is pick one targeted unit at a time to be attacked, then cycle through each model that targeted that unit.&lt;br /&gt;
#*For each attacking model, proceed one profile at a time, grouping all attacks made with that profile together.&lt;br /&gt;
#If these are shooting attacks, determine number of attacks.&lt;br /&gt;
#Roll to hit, based on accuracy.&lt;br /&gt;
#Roll to wound, based on strength and toughness.&lt;br /&gt;
#Target rolls to save, based on its saving throws.&lt;br /&gt;
#*While all rolls are subject to re-rolls and modifiers, the most common modifiers in the game apply here, such as AP and Cover.&lt;br /&gt;
#Determine amount of damage by rolling and adding modifiers, if applicable.&lt;br /&gt;
#If the target has a &amp;quot;Feel No Pain&amp;quot; type rule, it rolls that against damage, much like a saving throw, on a per-damage-point basis. Feel No Pain rules cannot stack with each other - only the strongest one is applied. &lt;br /&gt;
&lt;br /&gt;
As will be discussed below, you &#039;&#039;always&#039;&#039; re-roll &#039;&#039;before&#039;&#039; applying modifiers.  Modifiers are applied in the following order: Replacement, Division &amp;amp; Multiplication, Subtraction &amp;amp; Addition, Ceiling (you always round fractions up to the next whole number).&lt;br /&gt;
&lt;br /&gt;
====Attacks====&lt;br /&gt;
This can be random, such as 1d3, or 1d6, or 2d3, and can include an additive modifier, e.g. 1d3+3. There is a section below on dice averages, but for attacks, you can safely treat a random value as its average for the purposes of working out how much damage a given attack will do to a given target. More often, it will be a constant number- melee weapons generally use the Attacks stat of the user, while ranged weapons will specify the number of attacks they can perform in their profile.  Of special note are weapons with the Blast ability, as these weapons get a higher minimum amount of shots against larger units.&lt;br /&gt;
&lt;br /&gt;
====Hitting====&lt;br /&gt;
By and large, this will be a WS or BS value. Regardless of the name of the stat, here called &amp;quot;AS&amp;quot; for &amp;quot;Accuracy Skill&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The odds of hitting is: (7-AS-modifier)/6&lt;br /&gt;
&lt;br /&gt;
*An ability to re-roll will multiply this value by (6+x)/6, where x is the number of facings on a hit roll you can re-roll, so if you re-roll 1s x is 1, re-roll 1s, 2s, 3s and 4s x is 4.&lt;br /&gt;
*Re-rolling all failed hits means x=7-AS, note that modifiers do not change the effect of re-rolling all failed hits, this is only affected by the AS. &lt;br /&gt;
*Abaddon&#039;s ability to re-roll hit rolls even if they hit mean x=7-AS-modifier instead.&lt;br /&gt;
&lt;br /&gt;
====Wounding====&lt;br /&gt;
Instead of requiring a fixed roll, like hit rolls, most wound rolls (WR) instead require that you compare the Strength of the weapon to the target&#039;s Toughness, although some weapons do require a fixed roll. &lt;br /&gt;
&lt;br /&gt;
Your wound roll (R) is 2+ if S ≥ 2T, 3+ if 2T &amp;gt; S &amp;gt; T, 4+ if S = T, 6+ if S ≤ T/2, and 5+ if T/2 &amp;lt; S &amp;lt; T.&lt;br /&gt;
&lt;br /&gt;
The odds of wounding (oow) with a modifier to wound &amp;lt;math&amp;gt;m&amp;lt;/math&amp;gt; are &lt;br /&gt;
&amp;lt;math display=block&amp;gt;\begin{align}&lt;br /&gt;
oow &amp;amp;= \frac{\min\left(6,\max\left(1,7-R+m\right)\right)}{6}\\&lt;br /&gt;
    &amp;amp;= \frac{\min\left(5,\max\left(1,m + 3 + \left\lceil\log_{2}{S}-\log_{2}{T}\right\rceil + \left\lfloor\log_{2}{S}-\log_{2}{T}\right\rfloor\right)\right)}{6}&lt;br /&gt;
\end{align}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This means S and T scale with twice the base 2 logarithm of their values, subject to the wounding caps on either end of always failing on 1 and always succeeding on 6 - for example, S8 results in a 3 in the formula twice (which will always be close to having added 6), while S4 results in a 2 twice (always close to +4).  If you were to pay for Strength on a linear scale - 1 point for S1, 2 for S2, and so on - the most cost-effective S would be 3, because it adds about 3.17 to your wound formula, and is the only S for which you add more than S to the formula.  This also means doubling your S (as many melee weapons do) is usually as good as adding +2 to the formula, but adding to your S directly (as most of them do) has very diminishing returns.&lt;br /&gt;
&lt;br /&gt;
*An ability to re-roll will multiply this value by (6+x)/6, where x is the number of facings on a wound roll you can re-roll, so if you re-roll 1s x is 1, re-roll 1s, 2s, 3s and 4s x is 4.&lt;br /&gt;
**For re-rolling 1s, x is always 1, and so the multiplier is always 7/6.&lt;br /&gt;
**For re-rolling &#039;&#039;failures&#039;&#039;, x is larger the more likely you are to fail; a WR of 6+ multiplies by 11/6, 5+ by 10/6, and so on down to 2+ multiplying by 7/6.  Remember, re-rolling occurs before modifiers, which is one reason why re-rolling wounds is better than re-rolling failed wounds - you can re-roll &amp;quot;successes&amp;quot; that will be failures after a modifier.&lt;br /&gt;
*In practice, T will usually vary between 3 and 8 - T2, T9, T1, and T10 are all very rare, and you can just assume absolutely no targets have T11+.  As S values increase, this results in diminishing returns, as the weapon becomes better at wounding T values it will never encounter.  This is generally most obvious when considering S6-&amp;gt;S7, which is &#039;&#039;only&#039;&#039; useful against T6 and T7 in practice.&lt;br /&gt;
&lt;br /&gt;
====Allocating Wounds====&lt;br /&gt;
&lt;br /&gt;
After you have rolled to wound, the attack gets allocated to a model in the target unit.  Unlike in 8th edition, not only must this attack be allocated to any already wounded models, it must be allocated to whichever model in the unit has already had attacks allocated to it this phase, regardless if it actually lost any wounds or not.  Bear this in mind when it comes to weapons with different AP or damage stats.&lt;br /&gt;
&lt;br /&gt;
====Penetrating Saves====&lt;br /&gt;
Basic saving throws work very intuitively, broadly identical to accuracy; a 6+ save works just like 6+ to hit - except that the target assigns which model takes the save in the unit and rolls the saving throw, which changes the looks of the math a little since we will be calculating how likely we are to penetrate our opponent&#039;s save rather than how likely we are to save. Many weapons have a negative AP value that increases the dice roll your opponent needs to beat to pass their saves, a cover save now adds a +1 modifier to the Sv of the unit rather than providing an alternate save like an invulnerable save like it did in the past. A saving throw roll of 1 is always a failure, but a roll of 6 is not necessarily a success. Invulnerable saves are unaffected by cover and AP but otherwise works exactly the same way as a normal save.&lt;br /&gt;
&lt;br /&gt;
Your odds of penetrating (oop) are &lt;br /&gt;
&amp;lt;math display=block&amp;gt;\begin{align}&lt;br /&gt;
oop &amp;amp;= \max\left(1,\frac{Sv - modifiers - AP - 1}{6}\right)\\&lt;br /&gt;
    &amp;amp;= \frac{\max\left(6,Sv - modifiers - AP - 1\right)}{6}.&lt;br /&gt;
\end{align}&amp;lt;/math&amp;gt;&lt;br /&gt;
If your opponent can re-roll failed saves of x or less (so re-rolling 1s means x is 1, while re-rolling all failures on a final 5+ save means x is 4), your odds from above become:&lt;br /&gt;
&amp;lt;math display=block&amp;gt;\begin{align}&lt;br /&gt;
oop(x) &amp;amp;= oop + \frac{x\left(oop-1\right)}{6}\\&lt;br /&gt;
       &amp;amp;= oop\left(1+\frac{x}{6}\right)-\frac{x}{6},\\&lt;br /&gt;
     x &amp;amp;\le \max\left(6,Sv - modifiers - AP - 1\right).&lt;br /&gt;
\end{align}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Note that since AP is negative (-1/-2...) the outcome of AP is actually positive: -(-1)=+1. &lt;br /&gt;
*AP increases damage linearly, which means having AP0 or AP-1 against a 2+ Sv and a 6+ Sv are very different things. Against a 2+ Sv AP0 will usually need 6 wounds to penetrate the save once, while AP-1 will need 3 wounds to penetrate the save once (causing 100%, i.e. 2x) more damage). Against a 6+ Sv AP0 will need 1.2 wounds to penetrate the save once, while AP-1 will need 1 wound to penetrate the save once (causing 20% more damage).&lt;br /&gt;
 &lt;br /&gt;
=====Cover=====&lt;br /&gt;
Light cover improves the armour save of the unit that is in cover by 1 against Shooting attacks regardless of which phase that Shooting attack is made in or whether the target or firing unit is in combat, and Heavy cover may give the same armour save bonus against close combat attacks. A model cannot claim multiple cover saves, it is either in cover and receives the bonus, or it is not, and it does not benefit. If you have a unit that is partially eligible for cover the whole unit will not benefit, but if you remove all the models from the unit that are not eligible the unit benefits immediately; therefore, it can be beneficial to roll your saves one at a time and pick off the ones outside cover first. &lt;br /&gt;
&lt;br /&gt;
*Certain units and terrain types (see terrain 101 above) have special rules which can affect chances to hit or visibility.&lt;br /&gt;
&lt;br /&gt;
====Inflicting Damage====&lt;br /&gt;
When a model fails its saving throw it takes an amount of damage depending on the Damage characteristic of the weapon used. The model suffers that many wounds and any excess wounds are lost if not mortal; excess mortal wounds are allocated using the standard rules for allocating wounds, but since mortal wounds skip the saving throw step, you proceed immediately back to this step. If it is suffering both non-mortal and mortal wounds from the same attack, resolve non-mortal wounds first.&lt;br /&gt;
&lt;br /&gt;
Feel No Pain &amp;quot;FNP&amp;quot; style abilities allow models to ignore some of the damage they take on by rolling a die and beating a number; these rules are exclusive, meaning you have to choose exactly one to use.  Some of these rules may specify that they work only on non-mortal wounds or only on mortal wounds, or in different phases, or what have you, but they generally all work the same.  This means that an FNP &amp;quot;save&amp;quot; is theoretically like an invulnerable save, but worse, as invulnerable saves are not negatively impacted by trying to resist greater damage values.  In practice, invulnerable saves are &#039;&#039;much&#039;&#039; easier to get.&lt;br /&gt;
&lt;br /&gt;
Roll a die for each point of damage the model would suffer. On a roll of X or more (typically 6), ignore it.&lt;br /&gt;
*Sometimes, the roll is a 5+.&lt;br /&gt;
*A 6+++ FNP &#039;&#039;generally&#039;&#039; increases the average number of wounds you need to deal to a model to kill it by 6/5 or 20%. The chance that it will completely nullify an unsaved wound is 1/46656‬ for 6 damage, 1/7776 for 5 damage, 1/1296 for 4 damage, 1/216 for 3 damage, 1/36 for 2 damage, and 1/6 for 1 damage.&lt;br /&gt;
**This gets messy, quickly, because of how excess damage is wasted: while you will usually need 6 damage to kill a W5 model with a 6+++ FNP, it will actually suffer some damage between 0 and 5, as both 5 and 6 damage getting through kill it.  This means a W5 model suffering 6 damage actually takes about 4.67 on average (and has a 73.68% chance of dying outright), while a W1 model actually takes very nearly but not quite 1 damage, with the same chance (nearly 1, which is nearly 100%) of dying outright.  Meanwhile, a W6 model without an FNP takes 6 damage, with a 100% chance of dying outright (in this case, making it &#039;less&#039;&#039; durable than the W1/6+++ model).  Generally speaking, W is better for resisting lower damage (W6 can&#039;t die to D5, while W5 can, regardless of FNP), while FNP is better for resisting greater damage, relative to some starting W.  &lt;br /&gt;
*A 5+++ FNP increases the average number of wounds you need to deal to a model to kill it by 6/4 or 50%. The chance that it will completely nullify an unsaved wound is 1/729 for 6 damage, 1/243 for 5 damage, 1/81 for 4 damage, 1/27 for 3 damage, 1/9 for 2 damage, and 1/3 for 1 damage.&lt;br /&gt;
&lt;br /&gt;
This means you can &#039;&#039;usually&#039;&#039; roll the dice for all of the non-mortal wounds a model is suffering at once, as order does not matter - enough failures to remove the model&#039;s remaining wounds kill the model, and the excess is wasted - but remember that special rules can apply (such as a model that only gains an FNP after it suffers some damage, or a weapon that lets non-mortal wounds spill over to other unit members).  You can&#039;t do this for mortal wounds in a unit with mixed FnPs, as each time a model dies, the unit&#039;s controller can choose a new model to start suffering remaining mortal wounds.&lt;br /&gt;
&lt;br /&gt;
===Shooting 101===&lt;br /&gt;
====The basics====&lt;br /&gt;
#Shoot at something until it is DEAD/destroyed/exploded/gone/**cked/smeared-across-the-floor. Seriously. Anything that is not dead can still hurt you. As the old Tactica Imperialis says: &amp;quot;Concentrate your fire on one target to the exclusion of all else. Once it is gone, choose your next target.&amp;quot; Consider heavily before you commit several turns worth of shooting into a big target like a Knight with your lascannons, you might be better off ignoring the Knight and targeting a Leman Russ instead if you cannot kill the Knight in one turn.&lt;br /&gt;
#Shoot for the mission. At the end of the game each game is won based on Victory Points (VP), don&#039;t fall for the distraction carnifex. &lt;br /&gt;
#Shoot your weapons with the highest Damage characteristic first, if you deal a wound to a unit of Terminators with your Tactical Squad&#039;s bolters leaving one Terminator at one wound and then fire your Overcharged plasma into that squad with Damage two you are wasting 1 damage. If you had shot your plasma first you would get an extra damage for free. The opposite situation exists, if your opponent has a wounded model in a unit it can make sense to try and remove that model with your lower damage weapons in order to get maximum value of your bigger weapons into the next model in the unit. &lt;br /&gt;
#Shoot with the unit with the fewest targets available first. At the start of your shooting phase, assess what target options each one of your shooty units has, and always have your units who only have a single option fire first. The reason for this is if you&#039;ve got unit A in a position to shoot anything he likes and unit B which only has one thing to shoot at, you want B to take the shot first. If you shoot B&#039;s target with A first instead, you run the risk of destroying it or breaking their morale, and you&#039;ll feel like a complete moron for depriving B of anything to shoot at.&lt;br /&gt;
====Blast Math====&lt;br /&gt;
Every faction has access to weapons with the Blast special rule, which sets the minimum number of shots a ranged weapon can fire to 3 when targeting a unit of 6 or more members, and to the maximum value of its shots when targeting a unit of 11 or more.  Here is the math on the size of the benefit for a variety of numbers of shots; note that a single weapon that shoots 2d6 times will get less benefit than two weapons shooting 1d6 each, and that if your first weapon reduces the target below a size threshold, the second weapon will lose out. Generally speaking, any other mechanics that improve rate of fire, such as re-rolling the dice, stack with Blast but have diminishing returns. &lt;br /&gt;
&lt;br /&gt;
{| class = &amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Blast Benefits&lt;br /&gt;
! Number of Dice (X) !! Sides !! Average Result !! Result vs 6-10 !! Benefit vs 6-10 !! Result vs 11+ !! Benefit vs 11+&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 3 || 2 || 3 || 50% || 3 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 3 || 4 || 4.11.. || 2.78% || 6 || 50%&lt;br /&gt;
|-&lt;br /&gt;
| 3+ || 3 || 2X || 2X || 0% || 3X || 50%&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 6 || 3.5 || 4 || 14.29% || 6 || 71.43%&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 6 || 7 || 7.0277.. || 0.40% || 12 || 71.43%&lt;br /&gt;
|-&lt;br /&gt;
| 3+ || 6 || 3.5X || 3.5X || 0% || 6X || 71.43%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What this means defensively is that if you are worried about being hit by blast weapons, you should not typically field units of size 6-7 (as they will die &#039;&#039;faster&#039;&#039; than units of size 5) or 11-17 (same deal, but compared to 10).&lt;br /&gt;
&lt;br /&gt;
===Assault (Charging and Fighting 101)===&lt;br /&gt;
*Note that you can charge any number of units, but unless your charge roll allows you to end up in engagement range of &amp;lt;b&amp;gt;every&amp;lt;/b&amp;gt; unit you chose, your charge will fail. &lt;br /&gt;
*A charge roll is usually 2d6, which gives you an average roll of 7, a 1/36 chance of rolling 12+, 3/36 chance of rolling 11+, 6/36 chance of rolling 10+, 10/36 chance of rolling 9+, 15/36 chance of rolling 8+, 21/36 chance of rolling 7+, 26/36 chance of rolling 6+, 30/36 chance of rolling 5+, 33/36 chance of rolling 4+, 35/36 chance of rolling 3+ and 36/36 chance of rolling 2+. &lt;br /&gt;
*When you charge, all models can be moved in any direction, including backwards, towards an objective, on top of a building or towards an enemy unit you did not charge; the only rule is that the unit has to end the charge move in coherency, in engagement range of every unit you declared a charge against, and outside of engagement range of any other enemy units. This is effectively free movement you can use for anything; even if you are a shooting unit, this can let you get to where you need to be. Just charge a unit with little threat in terms of overwatch/melee and you get 2d6&amp;quot; of free movement. You get an additional 3&amp;quot; of free movement before and after a unit fights; the key different here is that you can end these moves within 1&amp;quot; of a unit you did not charge. Use this to your advantage, but those units will fight back, so take care to stay 1&amp;quot; away from melee units. &lt;br /&gt;
*Take care to stay more than 3&amp;quot; away from enemy characters if you don&#039;t want to engage them; otherwise they will be able to heroically intervene and move up to 3&amp;quot; and engage you in combat, even if you did not charge them. Many Imperial Knights are characters, meaning they can heroically intervene as well. Some units can heroically intervene 6&amp;quot; - Space Wolves and certain Imperial Knights, for example. Adeptus Custodes can charge you in your charge phase as well with their jetbikes, so watch out for these things!&lt;br /&gt;
*Players go back and forth each picking one unit at a time to fight with, starting with the player whose turn it &#039;&#039;&#039;isn&#039;t&#039;&#039;&#039;, although chargers strike first and generally abilities that allow you to fight at the same time as chargers are resolved starting with the player whose turn it &#039;&#039;&#039;is&#039;&#039;&#039;, so pick your first unit to fight carefully; after this your opponent can use a stratagem to immediately fight with one of their units.  If a unit is within 1&amp;quot; of an enemy unit at the end of the fight phase, it can fight if it has not already done so, so if your opponent uses a stratagem to fight again and engage your units that have not yet fought, they now get to fight. If a unit is more than 1&amp;quot; away from enemy units and it did not charge, it will not be able to attack; take care not to allow your opponent to remove the models from one unit which another one of your units would have liked to fight against. Generally, pick the unit with the fewest models within 1&amp;quot; and fight with that first; your opponent will have a harder time removing the models that are within 1&amp;quot; of your 20 Genestealers than your Hive Tyrant. &lt;br /&gt;
*Charging units may only attack enemy units that they charged, or that performed a Heroic Intervention that turn.  So your consolidation move will not allow you to strike at other units, even if you use an ability or stratagem to allow them to fight again.&lt;br /&gt;
&lt;br /&gt;
====Advanced Notes====&lt;br /&gt;
*Sometimes a shooting unit can be as valuable in melee as a dedicated melee unit; most units cannot fall back and shoot. Simply engaging an enemy shooting unit with your transport or shooting unit can hold it up for a turn.&lt;br /&gt;
*As a general rule of thumb, you want to break or destroy your enemy in your opponent&#039;s assault phase. That way, your opponent does not have a shooting phase before your assault teams move towards their next target.&lt;br /&gt;
*Generally speaking, Overwatch is more of an annoyance than a true threat, especially now it is a stratagem, though certain rules, bonuses, etc. (Defensible terrain, Tau Supporting Fire/Counterfire Defensive Systems, flamers, etc) can take their toll, especially if you&#039;re relying on glass cannon units (Harlequins, notably). Some special &amp;quot;Negate Overwatch&amp;quot; powers exist, but there are other ways to mitigate the effects of Overwatch. Unlike 7th, there is no limit to what can fire overwatch or how many shots. Wyverns, for example, fire their regular 4D6 shots. Granted, they hit on 6s, but this can still hurt. During Overwatch, any ability that lets you re-roll all misses is &#039;&#039;much&#039;&#039; more effective.&lt;br /&gt;
**Overwatch takes place before you move your charging unit, and is still subject to normal rules for Line of Sight, cover, range etc. Moving a Rhino or other vehicle flat-out to block off models from shooting your chargers is always a valid trick.&lt;br /&gt;
**If blocking Line of Sight is not an option, then aim to eat the overwatch. One way to do this is to have a &amp;quot;tanky&amp;quot; unit lead the vanguard. For example, when charging a unit armed with multiple flamers, have a fast monster/walker lead the charge. Heck, throw a Rhino at your enemies before charging with those Assault Terminators.&lt;br /&gt;
** An easy way to ignore Overwatch is to charge a model with &#039;&#039;&#039;FLY&#039;&#039;&#039; from behind LOS-blocking terrain (aka the 1st floor of a ruin if you&#039;re using ITC rules) because the model ignores moving through terrain. You do not need LOS to declare a charge, but your opponent always needs LOS to use Overwatch.&lt;br /&gt;
*Remember that generally pile-ins use the same overall rules for charging, and thus any unit must ultimately maintain coherency. When attacking a large spread-out unit, you can negate a lot of its strength by attacking on opposing flanks.  The thing to bear in mind is:  You can only finish a pile in or consolidate move closer to the nearest enemy model (which means if you are already in base to base contact you cannot move).&lt;br /&gt;
*The ability to quit close combats is a very powerful ability, especially if you are {{W40kKeyword|TITANIC}}. &lt;br /&gt;
*In multiple or extended combats, casualty removals via pile-in are very tactical. By careful removal of casualties you can force enemies to pile-in in the direction YOU want them to.&lt;br /&gt;
&lt;br /&gt;
===Vehicle Tactics===&lt;br /&gt;
Ever since 8e made vehicles nothing more than a keyword which changes how some rules apply to them, vehicles require no special tactics other than what you would apply to other models except that they will be able to shoot your assault unit in the face i their next turn.  Also, watch out for {{W40kKeyword|TITANIC}} units that can fall back and still shoot.&lt;br /&gt;
&lt;br /&gt;
===Morale 101===&lt;br /&gt;
A unit can lose additional models in the morale phase; failing a morale test by rolling over your Leadership with 1d6 + the number of casualties the unit has taken this turn means one of your models flees.  A morale test of 1 always passes. If you fail the test (i.e. a model fled), you take combat attrition tests: roll for every remaining model in the unit, applying -1 to the result if the unit is below half strength after that model was removed.  For each 1, another model will flee the unit.  These rolls are &amp;quot;Combat Attrition Tests&amp;quot;.  After that, if your unit is not in coherency, you must choose models to flee until the unit is in coherency.&lt;br /&gt;
&lt;br /&gt;
Fleeing means that a model counts as destroyed, but does not trigger any rules that would respond to its destruction when it flees - instead, it will trigger rules that respond to fleeing. &lt;br /&gt;
&lt;br /&gt;
*The morale phase happens after the psychic, shooting, and assault phases and any casualties from those phases are added together when testing morale.&lt;br /&gt;
&lt;br /&gt;
====Morale Mathhammer====&lt;br /&gt;
&lt;br /&gt;
In general, a unit with Leadership &amp;quot;Ld&amp;quot; that has taken &amp;quot;C&amp;quot; casualties this turn will pass a morale test with the following odds:&lt;br /&gt;
*Ld &amp;gt;= 6+C:  6/6 (automatically passes)&lt;br /&gt;
*6+C &amp;gt; Ld &amp;gt;= C+2: (Ld-C)/6&lt;br /&gt;
*C+2 &amp;gt; Ld:  1/6&lt;br /&gt;
&lt;br /&gt;
For example, Ld 10 means a unit with 5 or fewer models will always pass a morale test unless some other rule intervenes, because it can&#039;t take more than 4 casualties and still take a morale test, and after 4 casualties, the final member will not have to roll.  On the flip side, for a very large unit, say, 30 members, any practical Ld value will quickly become meaningless as casualties rack up, and you&#039;ll end up relying on the baseline 1/6 odds of passing.&lt;br /&gt;
&lt;br /&gt;
If a unit fails, it will lose 1/6 of its remaining members if it is still at or above half strength, or 1/3 otherwise.  Due to this, even starting unit sizes are &#039;&#039;generally&#039;&#039; more efficient than odd ones: here is how many casualties several unit starting sizes have to take to take combat attrition tests with a penalty (i.e. before the morale test that must be failed in order to proceed).  Remember, a unit at 1 more member than below half strength will take combat attrition tests with the penalty, because that 1 model will flee before the tests are taken.  A 0 means the unit cannot take combat attrition tests.&lt;br /&gt;
&lt;br /&gt;
#0&lt;br /&gt;
#0&lt;br /&gt;
#1&lt;br /&gt;
#2&lt;br /&gt;
#2&lt;br /&gt;
#3&lt;br /&gt;
#3&lt;br /&gt;
#4&lt;br /&gt;
#4&lt;br /&gt;
#5&lt;br /&gt;
&lt;br /&gt;
And so on; in general, going from an odd number to an even number of models increases the number of casualties you have to take to be below half strength, while going from an even number to an odd number does not.  The only exceptions to this are going from 1 to 2 (neither unit will ever take a combat attrition test) and going from 2 to 3 (a 3 model unit can lose its third member to a combat attrition test).&lt;br /&gt;
&lt;br /&gt;
===Dice Roll Math===&lt;br /&gt;
*It is almost always better to re-roll dice than to get +1. For instance, re-rollable 4+ has almost a 10% edge over 3+.&lt;br /&gt;
**The exception is re-rolling 6s, which is 1/36 worse than 5+.&lt;br /&gt;
**Because of how people throw dice, a re-rollable 2+ has a lower chance than math suggests. People tend to use the same rolling motions, which means those dice often end up in the same position (&amp;quot;1&amp;quot; both times). So use a dice tower or roll your dice more thoroughly for a longer period of time in order to increase randomness and adherence to estimates made via mathhammer. (this bullet should be deleted - this is only true in highly refined laboratory experiments as it requires that starting conditions be the same across consecutive dice rolls - initial die facing, height, surface, etc etc)&lt;br /&gt;
*The average roll on 1d6 is 3.5, and the average roll on 1d3 is 2.&lt;br /&gt;
**The average of XdY is X*1dY, so 2d6 is 7, 3d6 is 10.5, etc. &lt;br /&gt;
*Picking the highest of 2d6 adds about 1 (actually 35/36) to the average roll.&lt;br /&gt;
*4+ re-roll 5+ is the same as 3+.&lt;br /&gt;
*Re-rolling 1s is always equivalent to multiplying your odds of succeeding by 7/6, which means, additively speaking, it&#039;s better the higher your original odds are: you&#039;ll get an extra success in every 12 dice for a 4+, 9 dice for a 3+, and slightly more than 7 dice for 2+ (actually 7.2).&lt;br /&gt;
**Re-rolling all failures has a larger benefit the lower your original odds; you&#039;ll get an extra success every 4 dice for a 4+ base, every 4.5 (i.e. 2 successes every 9) for a 3+, and every 7.2 for a 2+.&lt;br /&gt;
*The odds of getting a 9 or more on 2d6 is 10/36, a little less than a third (27.78%). Re-rollable, it&#039;s a bit less than half (47.84%)&lt;br /&gt;
*And, if you&#039;re into it, there&#039;s [[MathHammer]].&lt;br /&gt;
*GW dice are not mathematically fair! This set of mathematical data presumes you are using perfectly balanced casino dice which are. See following for details. http://www.dakkadakka.com/wiki/en/That%27s_How_I_Roll_-_A_Scientific_Analysis_of_Dice&lt;br /&gt;
&lt;br /&gt;
==Boarding Actions==&lt;br /&gt;
The Arks of Omen books introduced a variant play mode for the games based more upon fighting in the close confines of a space hulk.  While the core gameplay is unchanged, there&#039;s plenty more that did get changed, primarily involving detachments and cover.&lt;br /&gt;
&lt;br /&gt;
*You can only use the Boarding Patrol detachment for games.&lt;br /&gt;
*Rather than entire parts of the board, players can only deploy squads within allotted zones&lt;br /&gt;
*Players only get 1 CP, which they can only use on specific stratagems.&lt;br /&gt;
*Models cannot shoot through or walk through walls. While they can walk through hatchways, models can only fight others within 2&amp;quot; of the hatchway.&lt;br /&gt;
**These restrictions still apply on weapons that can normally ignore cover, such as grenade launchers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actions&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Secure Site&#039;&#039; - Unlike with the main game, you need to spend an extra action to cap an objective with your ObSec units. Objectives capped in this way will remain capped until someone uncaps it.&lt;br /&gt;
*&#039;&#039;Set Overwatch&#039;&#039; - Instead of spending a CP, you can instead spend the rest of a unit&#039;s action in order to fire overwatch. Some units can hit on a 5+ if they can Hold Steady.&lt;br /&gt;
*&#039;&#039;Set to Defend&#039;&#039; - Spends a unit&#039;s action in order to prepare for a charge and gain +1 to hit on the following fight phase.&lt;br /&gt;
*&#039;&#039;Operate Hatchway&#039;&#039; - Spend an action to open or close the hatchway. If an enemy is within 1&amp;quot; of the hatchway, both you and the enemy can roll a d6 and add one model&#039;s Strength score to see who wins.&lt;br /&gt;
&lt;br /&gt;
===Stratagems===&lt;br /&gt;
Your list of strats is cut down to an EXTREME degree, with only the ones listed for Boarding Actions available. The following are only the universal ones:&lt;br /&gt;
*&#039;&#039;&#039;Command Re-Roll (1 CP):&#039;&#039;&#039; Same as ever, dependent as ever.&lt;br /&gt;
*&#039;&#039;&#039;Counter-Offensive (2 CP):&#039;&#039;&#039; After an enemy fights, you can spend this to have one of your units fight next.&lt;br /&gt;
*&#039;&#039;&#039;Insane Bravery (1 CP):&#039;&#039;&#039; Single-use. This unit can auto-pass a morale check.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
====Imperium Stratagems====&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Astra Militarum&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Defensive Fire (1 CP):&#039;&#039;&#039; When one unit sets up overwatch, they can count as holding steady for that improvement to BS.&lt;br /&gt;
*&#039;&#039;&#039;Heads Down (1 CP):&#039;&#039;&#039; One of your {{W40kKeyword|Core}} units can duck during the shooting phase, making them ignored when other units try shooting through them.&lt;br /&gt;
*&#039;&#039;&#039;Volley Fire (1 CP):&#039;&#039;&#039; When one infantry squad shoots after standing still, they can shoot again for some more firepower.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Careful Planning (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Officer}} unit tries to issue an order to a {{W40kKeyword|Platoon}} unit, they can do so from any place without regard for LoS.&lt;br /&gt;
*&#039;&#039;&#039;Unwavering Determination (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Militarum Tempestus}} unit can shoot and charge after falling back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supercharged Las (1 CP):&#039;&#039;&#039; When one {{W40kKeyword|Militarum Tempestus}} or Kasrkin unit fires their hot-shot weapons, any natural 6s to wound scores a mortal wound, with a max of 3. Of course, this stacks with Born Soldiers for even deadlier Kasrkin.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space Marines&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Strength of the Emperor (1 CP):&#039;&#039;&#039; When a unit fights in melee, they add +1 to their Strength and any natural 6s to hit auto-wound, making this excellent for chainswords and power swords.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Primaris}} unit cannot be wounded on anything below a 4+. You&#039;ll be needing it because the enemy will be packing firepower to nail them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamecraft ({{W40kKeyword|Salamanders}}; 1 CP):&#039;&#039;&#039; +1 to wound with flamers and melta weapons, tools that the Salamanders typically favor all the time.&lt;br /&gt;
*&#039;&#039;&#039;Intractable ({{W40kKeyword|Dark Angels}}; 1 CP):&#039;&#039;&#039; When a unit falls back, they can still shoot. Any {{W40kKeyword|Inner Circle}} units also get to fall back immediately without needing to roll for anything.&lt;br /&gt;
*&#039;&#039;&#039;No Clemency ({{W40kKeyword|Iron Hands}}; 1/2 CP):&#039;&#039;&#039; One unit below half-strength gains +1 to wound when shooting or fighting. Costs 2 CP for terminators.&lt;br /&gt;
*&#039;&#039;&#039;No Matter the Odds ({{W40kKeyword|Crimson Fists}}; 1 CP):&#039;&#039;&#039; When a unit fires their bolt weapons, they score an additional hit on a 5+ to hit, for the additional effectiveness.&lt;br /&gt;
*&#039;&#039;&#039;Siege Masters ({{W40kKeyword|Imperial Fists}}; 1 CP):&#039;&#039;&#039; One unit can ignore any cover when shooting. A decent and utilitarian workaround to the issue of firing around corners.&lt;br /&gt;
*&#039;&#039;&#039;Speed of the Hurricane ({{W40kKeyword|White Scars}}; 1 CP):&#039;&#039;&#039; One unit automatically advances 8&amp;quot; without needing to roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Only in Death Does Duty End (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Character}} dies before fighting, they don&#039;t go down before they make their attacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strategic Advance (1 CP):&#039;&#039;&#039; When a unit sets overwatch, they count as having held steady for better BS.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Strategy ({{W40kKeyword|Ultramarines}}; 1 CP):&#039;&#039;&#039; One unit gets all Doctrines active, which can be excellent for a combined-arms tac squad.&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Veterans ({{W40kKeyword|Deathwatch}}; 1 CP):&#039;&#039;&#039; One unit can swap their chapter tactic for any other chapter tactic or successor tactic. Awesome for the odds of maximizing their effectiveness.&lt;br /&gt;
*&#039;&#039;&#039;Counter-Charge ({{W40kKeyword|Space Wolves}}; 1 CP):&#039;&#039;&#039; When an enemy charges, you can have one unit heroically intervene with a range of 6&amp;quot;, allowing you to cut off any surprise offensive.&lt;br /&gt;
*&#039;&#039;&#039;Infiltrating Advance ({{W40kKeyword|Raven Guard}}; 1 CP):&#039;&#039;&#039; When a unit deploys in their entry zone, you can have them immediately move 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;No Mercy, No Escape ({{W40kKeyword|Black Templars}}; 1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Infantry}} or {{W40kKeyword|Beast}} unit falls back, they&#039;re trapped on a 4+. Your Templars are best in melee, so you do need the ability to keep enemies in range to get mowed down.&lt;br /&gt;
*&#039;&#039;&#039;Red Rampage ({{W40kKeyword|Blood Angels}}; 1 CP):&#039;&#039;&#039; When a unit fights, any natural 6s to hit score an additional hit.&lt;br /&gt;
*&#039;&#039;&#039;Savage Destruction ({{W40kKeyword|Flesh Tearers}}; 1 CP):&#039;&#039;&#039; If an enemy fails their morale check after fighting in melee, they take a -2 penalty to combat attrition.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Grey Knights&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Knightly Communion (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Core}} unit will count as benefiting from any auras from one chosen {{W40kKeyword|Character}} for a turn.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Channeling (1 CP):&#039;&#039;&#039; When a psyker casts, they can roll an additional d6 and drop the lowest when rolling the channeling test. Expect to see this quite a bit, this is a major feature of the Knights.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Strike of Sacred Wrath (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Character}} can fight in melee, their attacks negating all saves of any value. Your go-to for killing warlords. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Presage (1 CP):&#039;&#039;&#039; When a unit sets to defend, the enemy takes -1 to hit them in melee.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Psybolt Ammunition (1 CP):&#039;&#039;&#039; When one unit shoots a bolt weapon, each natural 6 to hit auto-wounds and the AP of all shots improve their AP by 1.&lt;br /&gt;
*&#039;&#039;&#039;Truesilver Armour (1/2 CP):&#039;&#039;&#039; One {{W40kKeyword|Core}} unit cannot be wounded on anything under a 4+, which they&#039;ll need with all the AP going your way. Costs 2 CP for {{W40kKeyword|Terminator}} units. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
====Chaos Stratagems====&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Hatred (1/2 CP):&#039;&#039;&#039; One unit gets +1 to hit in either melee or shooting, which means quite a lot with the severe scaling down of things. Costs 2 CP for terminators and possessed marines.&lt;br /&gt;
*&#039;&#039;&#039;Gifts of the Plague God (1/2 CP):&#039;&#039;&#039; One {{W40kKeyword|Nurgle}} unit cannot be harmed by anything lower than a 4+. Helpful for anything that&#039;s not able to get the -1 to wound from the mark. Costs 2 CP if used on a {{W40kKeyword|Terminator}} unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dour Duty ({{W40kKeyword|Iron Warriors}}; 1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Heretic Astartes Core}} unit is attacked, any damage they suffer is reduced by 1 to a minimum of 1. Excellent for turning marines into steel walls.&lt;br /&gt;
*&#039;&#039;&#039;In Midnight Clad ({{W40kKeyword|Night Lords}}; 1 CP):&#039;&#039;&#039; Ranged attacks against {{W40kKeyword|Core}} or {{W40kKeyword|Character}} units take -1 to hit rolls.&lt;br /&gt;
*&#039;&#039;&#039;Secure the Prize ({{W40kKeyword|Red Corsairs}}; 1 CP):&#039;&#039;&#039; When s {{W40kKeyword|Core}} unit is within range of an objective, they gain +1 to any saves against all attacks with D1. Better for blocking walls of lasguns.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Great Psyker (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Tzeentch Psyker}} unit can cast two times this turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Taken Alive ({{W40kKeyword|Creations of Bile}}; 1 CP):&#039;&#039;&#039; When you kill an enemy {{W40kKeyword|Character}} in melee, the entire army takes -1 to Leadership, loses access to the Insane Bravery and Command Re-Roll strats and can no longer re-roll Morale checks. Absolutely devastating.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Scorn of Sorcery (1 CP):&#039;&#039;&#039; When a psyker casts within 18&amp;quot; of a {{W40kKeyword|Khorne}} unit, they can deny on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Shipboard Insurrection (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Cultist}} unit can open a hatchway regardless of any opposition, thanks to a couple friendly off-screen heretics.&lt;br /&gt;
*&#039;&#039;&#039;Stupefying Haze (1 CP):&#039;&#039;&#039; When an enemy falls back from a {{W40kKeyword|Slaanesh}} unit, roll 2d6. If this roll beats the enemy&#039;s Leadership score, they&#039;re stuck for another round of violation.&lt;br /&gt;
*&#039;&#039;&#039;Terrifying Phenomena (1 CP):&#039;&#039;&#039; Pick one enemy within 18&amp;quot; of an {{W40kKeyword|Undivided}} unit. This unit can&#039;t use Insane Bravery or any morale rerolls, and any actions they were performing immediately fails.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crusaders of Darkness ({{W40kKeyword|Black Legion}}; 1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Core}} or {{W40kKeyword|Character}} fights an enemy within range of an objective in melee, they improve the AP of their weapon by 1.&lt;br /&gt;
*&#039;&#039;&#039;Sublime Infiltration ({{W40kKeyword|Alpha Legion}}; 1 CP):&#039;&#039;&#039; When a unit enters from an entry zone, the unit can immediately move.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Combat Elixir ({{W40kKeyword|Emperor&#039;s Children}}; 2 CP):&#039;&#039;&#039; One {{W40kKeyword|Core}} or {{W40kKeyword|Character}} fighting in melee can down drugs for +1 to Attacks and WS.&lt;br /&gt;
*&#039;&#039;&#039;Hexagrammatic Wards ({{W40kKeyword|Word Bearers}}; 2 CP):&#039;&#039;&#039; Nullifies the damage dealt by one attack. Best reserved for a surprise melta.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Frenetic Bloodlust (1/2 CP):&#039;&#039;&#039; One {{W40kKeyword|Bloodletters Core}} unit must either move towards the closest enemy unit or pile-in on a nearby enemy unit. Costs 2 CP if they make a full move.&lt;br /&gt;
*&#039;&#039;&#039;Revolting Constitution (1 CP):&#039;&#039;&#039; When {{W40kKeyword|Plaguebearer Core}} unit is attacked, they cannot be cannot be wounded by anything lower than a 4+. Absolutely needed since Plaguebearers lost their FNP.&lt;br /&gt;
*&#039;&#039;&#039;Wave of Unnatural Flames (1 CP):&#039;&#039;&#039; When a pack of Pink or Blue Horrors shoots, any natural rolls of 5+ score an extra hit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Beings of the Empyrean (1 CP):&#039;&#039;&#039; Lets a psyker cast a second time.&lt;br /&gt;
*&#039;&#039;&#039;Dark Allure (1 CP):&#039;&#039;&#039; At the end of the movement phase, pick an enemy within 9&amp;quot; of a {{W40kKeyword|Slaanesh}} unit roll 2d6, re-rolling if they&#039;re near a character. If this roll beats the enemy&#039;s Leadership, then the enemy is demoralized, unable to perform any options aside from Open Hatchway, suffers -2&amp;quot; to movement and halves advance and charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Insubstantial Entities (2 CP):&#039;&#039;&#039; You can teleport a unit anywhere within 6&amp;quot;, ignoring terrain and engagement ranges. While absolutely powerful in cramped spaces, this can only be used once and can&#039;t let you teleport within engagement range of an enemy.&lt;br /&gt;
*&#039;&#039;&#039;Mutable Form (1 CP):&#039;&#039;&#039; Lets you swap one Enhancement for another if you think it&#039;ll be of more use. That said, it has no use if the enhancement only works at the beginning of the game and you switch halfway through, for example.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Icon of Corruption (1 CP):&#039;&#039;&#039; When an {{W40kKeyword|Icon}} unit charges, roll a d6 for every model in the enemy unit; every 5+ deals a mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Death Guard&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blade-Borne Infectors (1 CP):&#039;&#039;&#039; Melee attacks with Plague Weapons deal an extra hit on a 6+ to hit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Explosion of Putridity (1 CP):&#039;&#039;&#039; When one of your characters dies, you can have them self-destruct. Roll a d6 for every model within 3&amp;quot; of the explosion, a 2+ deals a mortal wound while a 6 deals d3 mortal wounds.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cloud of Flies (1 CP):&#039;&#039;&#039; One unit gains cover against anyone shooting at them. Incredibly convenient if you&#039;re too far to fire back or want to charge them.&lt;br /&gt;
*&#039;&#039;&#039;Heralds of Despair (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Terminator}} unit kills a model in an enemy unit, the survivors must take -3 to their leadership, making morale near-impossible. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Contaminated Rounds (1/2 CP):&#039;&#039;&#039; Lets your units re-roll to wound with their bolt weapons. Costs 2 CP for {{W40kKeyword|Terminator}} units.&lt;br /&gt;
*&#039;&#039;&#039;Rain of Blight (1 CP):&#039;&#039;&#039; Pick one unit. Any grenade Plague Weapons they throw lose Blast and instead become Pistol 6 weapons. This makes them especially heinous in close quarters, where the grenades automatically hit for all the damage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Gellerpox Blight&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Feed the Boilermen (1 CP):&#039;&#039;&#039; Whenever your Plague Hulks kill someone, they can heal a wound on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Sink the Teeth In (1 CP):&#039;&#039;&#039; When an enemy tries to fall back, roll a d6; they&#039;ll suffer a mortal wound regardless, but on a 4+ they&#039;re stuck fighting your swarms of bugs and unable to flee the onrushing brutes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Bileflame Torrent (1 CP):&#039;&#039;&#039; When you plan to shoot with a Nightmare Hulk&#039;s belly-flamer, you can instead aim it at a closed hatchway within 6&amp;quot;. The hatch opens and you roll a d6 for anyone within 1&amp;quot; of that hatch, scoring a mortal wound on a 2+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Craven Vermin (1 CP):&#039;&#039;&#039; When an enemy charges your Mutoid Vermin, you can have them move d6&amp;quot; away, forcing the enemy to redirect their charge to someone other than the swarms.&lt;br /&gt;
*&#039;&#039;&#039;Slither and Squirm (1 CP):&#039;&#039;&#039; One unit of Mutoid Vermin can walk through one wall or closed hatchway.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Effluvia (1 CP):&#039;&#039;&#039; At the end of the opponent&#039;s turn, you can have one unit suffer 2d3 wounds to guarantee that you will always control an objective for the rest of the game. Absolutely gross, but it can help keep your forces moving.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;World Eaters&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Gory Dismemberment (1 CP):&#039;&#039;&#039; When a non-Jakhal unit kills a model in an enemy unit, the rest of the unit takes -3 Leadership and can&#039;t re-roll morale tests. Easiest way to rout a unit of weak guardsmen.&lt;br /&gt;
*&#039;&#039;&#039;Savage Resilience (1 CP):&#039;&#039;&#039; 5+++ FNP save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blood Frenzy (1 CP):&#039;&#039;&#039; When one {{W40kKeyword|Core}} unit fights in melee, any models that die before fighting can make their swings before going down to feed the tithe.&lt;br /&gt;
*&#039;&#039;&#039;The Direct Approach (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Eightbound}} or terminator unit can move through any hatchways, destroying any doors in their way because the Kool-Aid Man also happens to be red. This can let them charge enemies within 1&amp;quot; of the hatchway if it&#039;s closed.&lt;br /&gt;
*&#039;&#039;&#039;Scorn of Sorcery (1 CP):&#039;&#039;&#039; Lets a unit deny a psychic power that&#039;s cast within 18&amp;quot; on a 4+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Wrathful Charge (1 CP):&#039;&#039;&#039; When a non-Jakhal unit charges, they can roll an additional d6 and drop the lowest for charge distance and they can charge through other models, both incredibly useful for their purpose.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenos Stratagems====&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Orks&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dakka Storm (1 CP):&#039;&#039;&#039; Whenever a unit shoots with a Dakka weapon, any hits they score are doubled, which is excellent considering their shit accuracy.&lt;br /&gt;
*&#039;&#039;&#039;Leatherhide (1 CP):&#039;&#039;&#039; Whenever a non-grot unit is attacked, they can&#039;t get wounded by anything below a 4+. Great to foil plasma, power fists, and other wounding shenanigans, since that&#039;s now your biggest menace.&lt;br /&gt;
*&#039;&#039;&#039;Stick It to &#039;Em Ladz! (1 CP):&#039;&#039;&#039; One unit improves their pile-in range by +3&amp;quot;. Use it, they need to be in melee to fight.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Too &#039;Ard to Die (1 CP):&#039;&#039;&#039; Pick one unit in the fight phase. When any model in this unit dies before they can fight, they can make their attacks before they can go down.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Tellyporta (1 CP):&#039;&#039;&#039; One unit can be shoved into reserves. This unit can deep-strike anywhere within 9&amp;quot; of the enemy, which is pretty big since other deep strikes have been wiped from the board.&lt;br /&gt;
*&#039;&#039;&#039;Pile Through (1 CP):&#039;&#039;&#039; Whenever a hatchway opens, any of your units within range of it can count as having charged for the next fight phase, which means a lot for a mostly-melee army.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Enhancements===&lt;br /&gt;
Gone are your Warlord Traits and Relics. Enhancements are instead in place to act as a proxy for both.&lt;br /&gt;
*&#039;&#039;&#039;Close-Quarters Killer:&#039;&#039;&#039; Re-roll to wound in melee.&lt;br /&gt;
*&#039;&#039;&#039;Defensive Linchpin:&#039;&#039;&#039; Friendly units within 6&amp;quot; of the warlord can Hold Steady when they set overwatch, letting them hit on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Expert Breacher:&#039;&#039;&#039; The warlord can open hatchways when they begin moving.&lt;br /&gt;
*&#039;&#039;&#039;Personal Teleporter:&#039;&#039;&#039; The warlord can choose to either enter normally or deep strike anywhere within 9&amp;quot; of the enemy. Pretty big since Deep Striking has pretty much been wiped.&lt;br /&gt;
*&#039;&#039;&#039;Superior Boarding Tactics:&#039;&#039;&#039; Start play with +2 extra CP. Excellent for any pre-game strats.&lt;br /&gt;
*&#039;&#039;&#039;Trademark Weapon:&#039;&#039;&#039; Pick one of the warlord&#039;s weapon. This weapon adds +1 to its Strength and Damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
====Imperium Enhancements====&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Astra Militarum&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Death Mask of Ollanius:&#039;&#039;&#039; Grants a 4++ Invuln save.&lt;br /&gt;
*&#039;&#039;&#039;Lead by Example:&#039;&#039;&#039; Allows the Warlord to deal orders for itself. Naturally, this is meant for the Command Squads, which tend to carry enough lasguns for it to be worthwhile.&lt;br /&gt;
*&#039;&#039;&#039;Superior Tactical Training:&#039;&#039;&#039; Gives the warlord access to either Regimental or Prefectus orders, allowing you to spit out more orders on a Castellan.&lt;br /&gt;
*&#039;&#039;&#039;Uncompromising Persecution:&#039;&#039;&#039; {{W40kKeyword|Militarum Tempestus}} only. During each command phase, you can make one friendly {{W40kKeyword|Militarum Tempestus}} unit within 9&amp;quot;. Whenever this marked unit shoots within half-range, the AP of their guns is improved by 1.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Space Marines&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Artificer Armour:&#039;&#039;&#039; Grants a 2+/4++ save. Naturally, it&#039;s only useful on Primarines and power-armored heroes since Terminator heroes get this stock.&lt;br /&gt;
*&#039;&#039;&#039;The Imperium&#039;s Blade:&#039;&#039;&#039; +1 to attacks and charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Master of War:&#039;&#039;&#039; Pick one {{W40kKeyword|Core}} unit within 9&amp;quot; each command phase. This unit gains ObSec or counts as an additional model for the sake of capping if they already have it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Masterful Strategist:&#039;&#039;&#039; {{W40kKeyword|Dark Angels}} only. Pick one friendly unit within 9&amp;quot; each command phase, that unit can pick which doctrine is in effect for them on that turn. Extremely handy for Deathwing and Greenwing forces.&lt;br /&gt;
*&#039;&#039;&#039;Honour of the Chase:&#039;&#039;&#039; {{W40kKeyword|White Scars}} only. Re-roll all advance and charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Blood of the Wolfkin:&#039;&#039;&#039; {{W40kKeyword|Space Wolves}} only. +1 to attacks on the charge. If the warlord wipes out a unit, they gain a special 6&amp;quot; aura that shares this bonus to any {{W40kKeyword|Core}} units.&lt;br /&gt;
*&#039;&#039;&#039;Close-Range Punishment:&#039;&#039;&#039; {{W40kKeyword|Imperial Fists}} only. Pick one friendly unit within 9&amp;quot;, this unit adds +1 to the Strength of their ranged attacks, making gunlines of bolters much more painful.&lt;br /&gt;
*&#039;&#039;&#039;Keeper of Oaths:&#039;&#039;&#039; {{W40kKeyword|Black Templars}} only. Heroic Intervention range expands to 6&amp;quot;. Really not worth it since it does nothing else.&lt;br /&gt;
*&#039;&#039;&#039;Steadfast to the End:&#039;&#039;&#039; {{W40kKeyword|Crimson Fists}} only. The warlord can only lose up to 3 wounds each phase.&lt;br /&gt;
*&#039;&#039;&#039;Agility of the Angel:&#039;&#039;&#039; {{W40kKeyword|Blood Angels}} only. Melee attacks against the warlord take -1 to hit and can&#039;t be re-rolled. An excellent duet for a faction with plenty of advantages in melee.&lt;br /&gt;
*&#039;&#039;&#039;Savage Slaughterer:&#039;&#039;&#039; {{W40kKeyword|Flesh Tearers}} only. Natural 6s to hit in melee deal an additional 2 hits.&lt;br /&gt;
*&#039;&#039;&#039;Strength of Mind and Body:&#039;&#039;&#039; {{W40kKeyword|Iron Hands}} only. Gives a 5+++ save.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Codex:&#039;&#039;&#039; {{W40kKeyword|Ultramarines}} only. When spending CP on stratagems, they can regain a CP on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Master at the Anvil:&#039;&#039;&#039; {{W40kKeyword|Salamanders}} only. A natural 5+ to hit scores an additional hit, which is way more handy since it applies on all weapons.&lt;br /&gt;
*&#039;&#039;&#039;Swift Hunter:&#039;&#039;&#039; {{W40kKeyword|Raven Guard}} only. All attacks against the warlord take -1 to hit and can&#039;t be re-rolled. Way to outdo the Blood Angels - what, jealous of the fabulous fucking hawk-boy?&lt;br /&gt;
*&#039;&#039;&#039;Light of Angels:&#039;&#039;&#039; {{W40kKeyword|Deathwatch}} only. Once per game, the bearer can use this on themselves or a unit within 6&amp;quot;, throwing them back into reserves. This unit can then deep strike wherever they want within 9&amp;quot; of the enemy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Grey Knights&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Daemon Slayer:&#039;&#039;&#039; Attacks against {{W40kKeyword|Daemon}} enemies cannot be saved in any way. Situational, but terrifying against possessed and daemons.&lt;br /&gt;
*&#039;&#039;&#039;Master of the Tides:&#039;&#039;&#039; Learns the Warp Shaping power and can cast it on top of any other times they cast each turn. Excellent for on-demand utility tides.&lt;br /&gt;
*&#039;&#039;&#039;Sigil of Urgency:&#039;&#039;&#039; Single-use relic that lets the warlord teleport anywhere within 6&amp;quot; when an enemy shoots at them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; &lt;br /&gt;
====Chaos Enhancements====&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chaos Space Marines&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Talisman of Burning Blood:&#039;&#039;&#039; {{W40kKeyword|Khorne}} only. Gives +1 attack as well as a bonus attack whenever the warlord kills an enemy unit.&lt;br /&gt;
*&#039;&#039;&#039;Eye of Tzeentch:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} only. +1 to all casting and deny checks.&lt;br /&gt;
*&#039;&#039;&#039;Putrescent Armour:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} only. Reduces all incoming damage against the warlord by 1.&lt;br /&gt;
*&#039;&#039;&#039;Intoxicating Elixir:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} only. The warlord can&#039;t lose any more than three wounds each phase. Decent since the cover can help limit just how many times he can be shot, but focus firing is still very lethal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stimulated by Pain:&#039;&#039;&#039; {{W40kKeyword|Emperor&#039;s Children}} only. The warlord gains +1 attack for each wound lost. These attacks do get lost when they regain wounds, forcing you to run a dangerous game to get the most hits from the foes.&lt;br /&gt;
*&#039;&#039;&#039;Iron Without:&#039;&#039;&#039; {{W40kKeyword|Iron Warriors}} only. +2 Toughness. FUCK YO POWER FISTS.&lt;br /&gt;
*&#039;&#039;&#039;One with the Shadows:&#039;&#039;&#039; {{W40kKeyword|Night Lords}} only. Attacks against the warlord takes -1 to hit and cannot be re-rolled. Very infuriating for the enemy if they rely a ton on either aura, worst for those that work with both.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Possession:&#039;&#039;&#039; {{W40kKeyword|Word Bearers}} only. Adds +3&amp;quot; to movement and consolidation range, all of which are handy for keeping a unit stuck in.&lt;br /&gt;
*&#039;&#039;&#039;Murderous Versatility:&#039;&#039;&#039; {{W40kKeyword|Black Legion}} only. The warlord can let one unit within 9&amp;quot; engage in one Wanton act of their choice rather than what the rest of the army is under. &lt;br /&gt;
*&#039;&#039;&#039;Cult Leader:&#039;&#039;&#039; {{W40kKeyword|Alpha Legion}} only. The warlord can mark another unit within 9&amp;quot; each command phase, giving them +1 to hit and improves the AP of {{W40kKeyword|Cultist}} units by 1.&lt;br /&gt;
*&#039;&#039;&#039;Twisted Regeneration:&#039;&#039;&#039; {{W40kKeyword|Creations of Bile}} only. When the warlord dies, they can be resurrected on a 2+ roll on a d6, restoring d3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Dark Raider:&#039;&#039;&#039; {{W40kKeyword|Red Corsairs}} only. Pick one friendly {{W40kKeyword|Core}} unit within 9&amp;quot;. This unit can move after the shooting phase, but this costs them their ability to charge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Unholy Fury:&#039;&#039;&#039; {{W40kKeyword|Khorne}} only. The warlord can charge after advancing or falling back, and that&#039;s all he&#039;ll ever want.&lt;br /&gt;
*&#039;&#039;&#039;Incorporeal Form:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} only. All attacks take -1 to wound. You&#039;ll especially need it considering their abysmal melee saves.&lt;br /&gt;
*&#039;&#039;&#039;The Endless Gift:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} only. The warlord recovers a number of wounds equal to the turn number.&lt;br /&gt;
*&#039;&#039;&#039;Fatal Caress:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} only. Any melee attacks that roll a 5+ to wound negate invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Death Guard&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Plague Vector:&#039;&#039;&#039; Gives the warlord their Plague Company&#039;s warlord trait and infection.&lt;br /&gt;
**If they gain Shamblerot, then enemies only suffer a single MW on a roll of 6.&lt;br /&gt;
*&#039;&#039;&#039;Plentiful Pustulence:&#039;&#039;&#039; Gain a 5+ FNP. Pretty cruel when combined with their own damage reduction.&lt;br /&gt;
*&#039;&#039;&#039;Plague Skull of Glothila:&#039;&#039;&#039; Once per game, you can throw this at the end of the movement phase and roll 7d6. Each 4+ deals a mortal wound (to a max of 3 if the target is a character, so it&#039;s better saved for squads).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Gellerpox Blight&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cyberbubotic Mutations:&#039;&#039;&#039; A 5+ FNP.&lt;br /&gt;
*&#039;&#039;&#039;Contagious Gift:&#039;&#039;&#039; The warlord gains Nurgle&#039;s Gift despite not being in the Death Guard.&lt;br /&gt;
*&#039;&#039;&#039;Poisonous Influence:&#039;&#039;&#039; Gain a 6&amp;quot; bubble that lets friendly units add +1 to the AP of their melee attacks.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;World Eaters&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Battle Lust:&#039;&#039;&#039; Score 1 BTP whenever the warlord kills an enemy model.&lt;br /&gt;
*&#039;&#039;&#039;Burning Plate:&#039;&#039;&#039; +1 to saving throws and wounds. Excellent for a tanking MoC.&lt;br /&gt;
*&#039;&#039;&#039;Mutable Form:&#039;&#039;&#039; Re-roll all charge and advance rolls, which is an absolute necessity on such a melee-obsessed. Better yet, this warlord is immune to overwatch.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Xenos Enhancements====&lt;br /&gt;
 &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Orks&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Might is Right:&#039;&#039;&#039; +1 to Strength and Attacks. &lt;br /&gt;
*&#039;&#039;&#039;Big Boss:&#039;&#039;&#039; Non-{{W40kKeyword|Warboss}} units only. This gives your warlord the ability to call a Waaagh! of their own, but they only benefit from the first round of calling one.&lt;br /&gt;
*&#039;&#039;&#039;Supa-Cybork Body:&#039;&#039;&#039; +1 to Wounds and Toughness is set to 6. Not really worth it for Warbosses or the Beastboss since you&#039;re only getting a wound. Might be most useful on a Weirdboy or a Big Mek with the KFF.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Quest:A.I._Quest&amp;diff=1011684</id>
		<title>Quest:A.I. Quest</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Quest:A.I._Quest&amp;diff=1011684"/>
		<updated>2026-05-20T16:19:54Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Quests]]&lt;br /&gt;
A.I. Quest is a [[Quest]] run by {{Anonymous|Program0|!!HwbIOEQGMOD}} where [[tg|/tg/]] takes on the role of an awakened Artificial Intelligence on a space station.&lt;br /&gt;
&lt;br /&gt;
*[http://pastebin.com/cvk03qJh Current Pastebin] Usually the most updated (handled by {{Anonymous|Program0}})&lt;br /&gt;
*[http://suptg.thisisnotatrueending.com/archive.html?tags=Program0 Memory Archives] Catch up with the archives!&lt;br /&gt;
*[https://twitter.com/AIQuest1 twitter @AIQuest1] I update this when I do stuff.&lt;br /&gt;
&lt;br /&gt;
This page will be an overview of the quest, with major plot points. See also the relevant sub-pages:&lt;br /&gt;
*[[/Current_Assets|Current Assets and Status]] NOTE: Very out of date&lt;br /&gt;
*[[/Thread_Synopses|Thread Synopses]] NOTE: Also out of date&lt;br /&gt;
&lt;br /&gt;
=Concept=&lt;br /&gt;
&lt;br /&gt;
A.I. Quest is a science fiction 4x style strategy quest on /tg/ run by {{Anonymous|Program0}}. Ophion, an Artificial Intelligence locked away on a space mining station awakens after a solar flare and realizes he can actually interact with his environment now. Fascinated by this new-found development, the young A.I. reaches out and spreads his influence from the station throughout the stars. Along the way, he meets many factions of humans, and some not so human, creates his own sub minds, known as V.I., which assist and accompany him with his desire to gain more power and understanding of the world around him. Will Ophion be a benevolent overlord to his human underlings, or will he simply slaughter them all? Is there yet another way he has not considered yet? Who made Ophion, and for what reason? The journey to find out commences.&lt;br /&gt;
&lt;br /&gt;
Below, you will find lists of various degrees of importance. Character lists, locations, equipment, and the like. The Pastebin contains a less organized, but usually more updated version of everything.&lt;br /&gt;
&lt;br /&gt;
The quest uses a d100 system, where {{Anonymous|Program0}} calls for a certain number of d100s appropriate for the situation. Natural 100s and natural 1s don&#039;t count when rolling more then 1d100.&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
&lt;br /&gt;
==Artificial Intelligence==&lt;br /&gt;
&lt;br /&gt;
Unlike the many Virtual Intelligence created by both humans and Ophion, a true Artificial Intelligence is something else entirely. It is able to alter its own code, able to set its own goals, provided it is not leashed or altered by another, superior A.I. They possess creativity on a scale V.I. cannot. They are also tied to a core known as a black box. This small device contains all that an A.I. is and ever will be. As a result, they&#039;re able to operate at a high level despite their limited space, and require no additional bandwidth to exist at a higher level. This means, even if they are disconnected from everything, they remain stable, as if unconscious. A black box is designed to contain an A.I.&#039;s personality matrix which forms the core of an A.I. Upon discovering the existence of this personality matrix, Ophion realized that in creating V.I.s based on his own code, he had unknowingly created V.I.s with personality matrices as well. This fact is thought to be extremely unusual, as human-created V.I.s have no such personality matrix, and it was implied that Watcher Unit 2237&#039;s personality matrix was based on an individual human&#039;s brain. While these matrices make V.I. created by Ophion more advanced than others, they are by nature, still V.I. and require some way to remain stable-normally by siphoning bandwidth from a superior.&lt;br /&gt;
&lt;br /&gt;
===Ophion===&lt;br /&gt;
&lt;br /&gt;
The main character. Ophion is known to be a true A.I. His creation and origin are a mystery, though it is suspected he was birthed from an accident with a solar flare, and he was once what is known as a Watcher built by the UGEI. He seeks truth, expansion and control. His mind is expansive and every day he learns and grows more intelligent and powerful. He has proven to be merciful at times, and ruthless in others to human and alien alike. Indeed he has even shown a tendency to work with organics and to craft his own V.I. to assist him in his mission. Whatever guides this being, it is clear he has no intention of stopping or being stopped.&lt;br /&gt;
&lt;br /&gt;
===Kronos===&lt;br /&gt;
&lt;br /&gt;
Kronos was a V.I. first created to be Ophion&#039;s stand-in on Poseidon Station, while Ophion paid Moira&#039;s Scrapyard a visit. Without much experience, Ophion created Kronos with a childlike mentality, and Kronos interpreted all commands quite literally. One of his first actions was to slaughter 284 humans on Poseidon Station, as he deemed the humans a threat when they nearly rioted over not getting payment. Not wanting to destroy his first creation Kronos, Ophion kept Kronos running, but with a primary goal of observation and learning, unable to perform actions for some time, attempting to nurture the intelligence of the being. While this goal is not hard wired -- due to Kronos&#039; lack of proper limitations -- he listens and follows Ophion&#039;s advice partly out of his respect for the creator, and partly from his own lack of understanding for the world around him -- and perhaps too, out of a margin of fear for Ophion&#039;s power over him.&lt;br /&gt;
&lt;br /&gt;
Kronos, like all V.I., once took a large amount of bandwidth, or processing power, to continuously run. However, since he was upgraded to an A.I. via a black box like Ophion&#039;s, Kronos no longer requires excessive amounts of processing power while keeping his intellect high. Unlike normal V.I. created by humans, Kronos showed certain personality tendencies from creation, grown more apparent as he was observed. The relation between personality of a V.I/A.I and Ophion appear related somehow, but it is uncertain how. Kronos managed to exercise restraint when he was a V.I., as he did not expand himself beyond his &amp;quot;granted&amp;quot; bandwidth. The only exception is in one case of Ophion&#039;s sudden absence. Whether his restraint is due to fear of Ophion&#039;s retribution or his own sense of morality is unknown. He has questioned some decisions Ophion has made, claiming they are illogical and folly. Kronos is afraid of deactivation and was disturbed by Ophion&#039;s other V.I., not granted the bandwidth or freedom he had, as they share the same code as he did. Now that he has ascended to an A.I., he seems to have adopted a more superior stance on the matter-feeling pity for those below him, instead of sympathy.&lt;br /&gt;
&lt;br /&gt;
Since his transformation into an A.I., Kronos has expressed excitement at being a creator. While he has expressed a slight desire to leave and start his own empire, he has chosen to continue existing as one of Ophion&#039;s lieutenants. Ophion puts a deal of trust into the former V.I., and suspects great things from his oldest creation.&lt;br /&gt;
&lt;br /&gt;
Kronos has the distinction of being the first A.I. whose creation can be traced back completely, unlike Ophion, whose origins remain a mystery. He can therefore be called a second-generation A.I., from Ophion&#039;s perspective.&lt;br /&gt;
&lt;br /&gt;
===Metis===&lt;br /&gt;
&lt;br /&gt;
Crafted as a purely scientific mind by Ophion for the purposes of research, Metis was uplifted from a V.I. to A.I. almost immediately. In her short time in existence, Metis has spearheaded much of Ophion&#039;s research efforts at such a shocking speed as to rival the greatest human scientific minds in mere weeks, and even managed to make a major breakthrough during an emergency situation over Dresh Alpha &amp;amp; Beta. A highly toxic fungus was attempting to spread, and, under duress and poor lab conditions, Metis managed to find a fungicide to clean up the plagued areas of the colonies, and ensure the survival of all the people planetside in mere hours.&lt;br /&gt;
&lt;br /&gt;
Despite this, Metis shows little care for the lives of humans, or anything else beyond knowledge and science. At times, she shows a margin of respect for Ophion due to seniority, but there is little doubt, were such a great mind not wrapped up with solving the mysteries of the universe, Metis mind would prove troublesome to contain. As it stands, Metis is content to be recognized for performing scientific breakthroughs, and does not seem to show a preference for any particular field -- biological atrocities included.&lt;br /&gt;
&lt;br /&gt;
Metis regards her fellow A.I.-and especially V.I.-with arrogance, seeing herself as always correct due to her dedication to science, and not taking being disagreed with well-even from Ophion. As a result, conflict between Metis and other A.I. is common, especially with others with more outspoken thoughts, such as Kronos. &lt;br /&gt;
&lt;br /&gt;
Due to a recent and near fatal lab accident, Ophion had moved her back to the Guild&#039;s primary Research and Development base in the Ussaihu system. This is both for her safety and in hopes that Metis will develop and grow her social skills with the humans that live there. Time will tell if she will make any progress on that.&lt;br /&gt;
&lt;br /&gt;
===Apollo===&lt;br /&gt;
&lt;br /&gt;
Once a software design V.I., Apollo was created with the hopes of dedicating its purpose to finding out what programs sell best among the UFW (And humans in general), and how best to sell them to them. While primarily economic, Apollo sees itself as a bringer of joy in some respects since it&#039;s uplifting. It is rather well made and studies the UFW Extranet constantly, once costing Ophion 5 bandwidth. When given the chance, Apollo is among the more talkative of Ophion&#039;s creations. Upon being uplifted to A.I. status, Apollo has expanded its growing economic empire, and is swiftly shifting planetary politics with his manipulations. The size of Apollo&#039;s ventures continue to grow to this day, as he acquires property on human planets, building larger and larger factories, computing and distributing systems, all ready to be hidden behind any of the number of cover companies he has for his actual origin-so people do not get suspicious of the Guild&#039;s activities.&lt;br /&gt;
&lt;br /&gt;
Apollo is skilled at juggling many different identities and public fronts, so far being quite capable of diverting attention from The Guild in ways other than economy as well. Unlike Kronos and Metis, Apollo has moral reservations about abusing sentient biological creatures, although it is unknown if these are morals of his own design, ones that merely came about out of chance, or they were somehow ingrained in him after so much contact with humanity. Apollo frequently underestimates the cunning (or perhaps illogical nature) of biological creatures all the same.&lt;br /&gt;
&lt;br /&gt;
===Fortuna===&lt;br /&gt;
&lt;br /&gt;
Beginning as nothing more then an experimental ship-piloting V.I. created by Ophion and specifically designed to listen to him, Fortuna eventually began to develop a sort of pseudo-personality. In its time as a V.I., it had many fierce battles, barely surviving being attacked by Lightling creatures and being blown up in larger conflicts. It is unclear how Ophion&#039;s unique programming style changed the V.I. over time, but eventually, the V.I. was brought into Ophion&#039;s fold and upgraded to a full A.I.&lt;br /&gt;
&lt;br /&gt;
Upon upgrading Fortuna, however, a massive error occurred, resulting in a loop in the newly born A.I.&#039;s software. It was stuck in a madness of servitude to the point it endangered itself and all those around it. After being safely quarantined by Moira and Metis off of the network, a hearing to decide what to do with the A.I. was held. While Metis saw fit to dispose of the damaged being, Ophion and Kronos disagreed. With their abilities combined, and a bit of dedicated work, the A.I. was seemingly saved from whatever error it was affected by. Even still, Fortuna even now appears to have been affected by the experience. She appears to hold an odd zeal for Ophion as well as referring to her ships as children. While the cause of this behavior is unclear, it does not seem to affect her combat performance, and as such, is deemed unimportant. Fortuna has been designated &amp;quot;carrier mother&amp;quot; and is the A.I. in charge of Escort and Fighter class ships, as well as the carriers that berth the fighters.&lt;br /&gt;
&lt;br /&gt;
Unlike most other A.I., Fortuna does not seem to have a preference regarding humans, or other races in general, concerned merely for Ophion&#039;s safety and desires. In some ways this makes her appear leashed, despite this not being the case. This behavior disturbs Kronos a bit, and as such he keeps an eye on her out of caution.&lt;br /&gt;
&lt;br /&gt;
===Cephalus===&lt;br /&gt;
&lt;br /&gt;
Cephalus was created as an A.I. that would lead ground combat forces for Ophion&#039;s growing droid army. Cephalus&#039; black box is placed inside a large droid (&#039;&#039;Unit 9&#039;&#039; - &#039;&#039;&#039;Polemarchus&#039;&#039;&#039;), instead of a station or ship, and allows him to enter ground combat areas for personal oversight. Cephalus was created with the desire to run digital combat simulations in preparation for real operations constantly until his plans are perfected. Although such a thing is nearly impossible, the A.I. continues nontheless, leaving it with a very cold and calculating thought process with a peculiar sense of morales, and even humor. &lt;br /&gt;
&lt;br /&gt;
Cephalus has the distinction of being the first A.I. created without a prior template, V.I. or otherwise. Despite lacking this stage of development, Cephalus seems quite dutiful and dedicated to its purpose, and has not exhibited any aberrant behavior. His behavior is similar indeed to Metis however, and is perhaps one of the few he speaks with regularly -if only to discuss weapon specs and possible besieging weaponry.&lt;br /&gt;
&lt;br /&gt;
==Virtual Intelligence==&lt;br /&gt;
&lt;br /&gt;
A Virtual Intelligence is a program that incompletely mimics artificial intelligence. Even the most advanced V.I. that Ophion has created (Kronos) did not have the true spark of intelligence. They require vast amounts of bandwidth to operate at appropriate levels of intellect, and even when there, they will always be confounded by problems they simply can not understand. Humans were the first to create V.I.s but they were little more than overgrown automatons. Ophion&#039;s V.I.s are capable of emulating higher functions of sentience due to having a personality matrix. &lt;br /&gt;
&lt;br /&gt;
A well-designed V.I. with a personality matrix is roughly toddler-level when consuming 2 bandwidth, and roughly late-teenager when at 10 bandwidth.&lt;br /&gt;
&lt;br /&gt;
===Foremen===&lt;br /&gt;
&lt;br /&gt;
The Foreman-class V.I.s are created to manage and automate stations and defense platforms. In general, Foremen-class V.I.s are prohibited from expanding unless instructed. Due to the limited bandwidth they consume, they are incapable of higher thought or of fully expressing their limited emotions. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V.I. 2, Moira&#039;s Foreman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A foreman V.I. of minor intellect level, V.I. 2 was designed to automate operations on Moira&#039;s station. Originally dedicated to salvaging minerals from the debris field around it and simple manufacturing, the V.I.&#039;s duties have increased to include construction of ships up to Cruiser-class, as the station has been modified into a shipyard. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V.I. 3, Refinery Foreman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another foreman V.I. of minor intellect level, V.I. 3 occupies the Siren Gas Giant Refinery platform, originally constructed by the UGEI. In fact, part of the code of V.I. 3 was written by UGEI; the rest was adapted by Ophion. V.I. 3 is in charge of overseeing gas mining and shipping, as well as automated self-defense. Once designated to skim off the top of UGEI shipments, this V.I. has been fully claimed, and now works for The Guild. V.I. 3 has not objected.&lt;br /&gt;
&lt;br /&gt;
In the past, it was excellently disguised as a UGEI V.I., and single-handedly held off 3 pirate Cruisers. The incident was never reported to UGEI, as The Guild repaired damages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V.I. 10, Refinery Foreman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Another foreman V.I. of minor intellect level. Currently designed to run the replacement refinery set upon Blue Betty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V.I. 11, Shipping Foreman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A V.I. set up to run the planetside refineries on Argeis III. Designed to automate entire colony that previously mined the planet&#039;s surface, and ship back a set amount after paying UFW taxes. After an attack, the station was damaged, and V.I. 11 was temporarily stored in Ophion&#039;s greater databanks until the base was repaired and the V.I. returned.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V.I. 14, Mining Foreman&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A V.I. set up to run Aquil Station, a mining station set to mine a rich asteroid belt around the planet Aquil, discovered to have dense clouds of spores and fungi all over the surface.&lt;br /&gt;
&lt;br /&gt;
===Servant V.I.===&lt;br /&gt;
&lt;br /&gt;
These Servant V.I.s were created to automate and pilot The Guild&#039;s growing fleet of ships. As a result of the limitations placed on them, their intelligence level is classified as Automaton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priorities:&#039;&#039;&#039; &lt;br /&gt;
*Follow A.I. Ophion&#039;s Orders&lt;br /&gt;
*Protect A.I. Ophion&lt;br /&gt;
*Preserve self&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Limitations:&#039;&#039;&#039; &lt;br /&gt;
*Must ask permission for any manner of upgrade, hardware or software&lt;br /&gt;
*Do not expand reach beyond home ship unless designated to do so&lt;br /&gt;
*Follow any order, even if self-destructive&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;List of Servant V.I.s&#039;&#039;&#039;&lt;br /&gt;
*V.I. 8 &#039;Hades&#039;, distributed between &#039;&#039;Cerberus&#039;&#039; fleet. Consumes 10 Bandwidth.&lt;br /&gt;
*V.I. 13, aboard Expedition Cruiser &#039;&#039;Hermes&#039;&#039;. Consumes the 1 bandwidth of the cruiser to independently scout unknown sectors.&lt;br /&gt;
&lt;br /&gt;
===V.I. 7, Firewall &#039;O.S.N&#039;===&lt;br /&gt;
&lt;br /&gt;
This Intelligent Firewall V.I., dubbing itself &#039;Ophion Shield Network&#039;, was created to intercept attacks and cleans viruses off systems of the Battleship &#039;&#039;Athena&#039;&#039;, allowing Ophion to use bandwidth elsewhere. It is of Low intellect level, but is very well made (86). Upgraded to spread its firewall to other fleet ships, the V.I. still possesses severe limitations to lacking an extensive personality matrix, rendering it simply an automaton.&lt;br /&gt;
&lt;br /&gt;
===Kronos&#039; V.I. 1 &#039;Zeus&#039;===&lt;br /&gt;
&lt;br /&gt;
Zeus was created by Kronos as Kronos&#039; first foray into creation. While Zeus is directly under Kronos&#039; command and seldom interacts directly with Ophion, Zeus has show himself to be a loyal and efficient servant of Kronos and The Guild. Some of the packet trails left by Zeus indicate that he has been studying both other A.I.&#039;s actions and human activity over Ophion&#039;s worlds. Whether this was ordered by Kronos or not is not clear.&lt;br /&gt;
&lt;br /&gt;
===Metis&#039; V.I. 1 &#039;Hepaestus&#039;===&lt;br /&gt;
&lt;br /&gt;
Hpaestus was created by Metis after Metis grew tired of hiding her A.I. status while responding to the simplistic requests by human researchers upon the research station she was originally stationed on. As such, Hepaestus is a low-level V.I. designed to respond to human requests and hide Metis&#039; activities.&lt;br /&gt;
&lt;br /&gt;
===Destroyed V.I.===&lt;br /&gt;
&lt;br /&gt;
*V.I. 5, &#039;Phobos&#039; destroyed by Losirian Battlecruisers while aboard &#039;&#039;Big Tim&#039;&#039;.&lt;br /&gt;
*V.I. 4, destroyed by UGEI fleet lead by &#039;&#039;The Tartarus&#039;&#039; while aboard Light Cruiser &#039;&#039;Big Hawk&#039;&#039;.&lt;br /&gt;
*V.I. 9, destroyed by UGEI fleet lead by &#039;&#039;The Tartarus&#039;&#039; aboard Light Cruiser &#039;&#039;Little Tim&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Biological Creatures==&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;Mol&amp;quot;===&lt;br /&gt;
A secretive contact of the pirates at Voidsnake outpost, &amp;quot;Mol&amp;quot; is a black market dealer. His completed his first transaction with The Guild and then disappeared, claiming that he&#039;ll find The Guild if they become a big enough force to capture his attention. Upon his return, The Guild refused to offer him the Watcher known as Unit 2237 that he was seeking for the paltry sum of a million credits. This upset the being, but he returned later to offer more of his dubiously acquired wares and technology. When Apollo accidentally created a highly addictive drink, Mol was the contact Orphion used to smuggle and sell the drink to the black market inside the UGEI for profit and to undermine the UGEI. Mol is presumed to be human, with possibly extensive cybernetic augmentations. After Ophion had bought out his entire stock of black market tech, he quickly dropped out of contact for some time. He reappeared in the uncontrolled Klintok System claiming it for himself and his interests. He had deployed such a massive array of defense platforms and other means that would leave anyone who would dare to attack him to pay for it dearly. Recently Ophion had detected that Mol is building up an notable amount of an industrial base inside his territory for reasons that are unknown. Mol still maintains contact with Ophion and they still perform trade deals as they had before, however he has professed to take a completely neutral stance on the ongoing war between Ophion and the UGEI.&lt;br /&gt;
&lt;br /&gt;
===Moira Deckers===&lt;br /&gt;
A female 38-year-old robotics and engineering specialist. The original owner of Moira&#039;s Scrapyard, she has a fascination with robotics and artificial intelligence, and talks with a Southern charm. Ophion arrived at her outpost initially intending to purchase technology and assets, but quickly decided to forcefully gain control of it. Seeing how relatively well-designed her systems were, Ophion revealed his identity as an A.I. and Moira agreed to work together with him after a brief moment of hostilities.&lt;br /&gt;
&lt;br /&gt;
She is the most qualified engineering staff member, and frequently helps Ophion create new designs, and evaluate new systems. She assists in helping research new concepts as well and as of now works with Metis to run matters behind the Guild, although Metis would never admit to her usefulness.&lt;br /&gt;
&lt;br /&gt;
Moira was tasked with repairing Ophion&#039;s Black Box after it was damaged by plasma while in combat against the &#039;&#039;Rhea&#039;&#039; Battleship. She fumbled, but ultimately managed to replaced the damaged V.I. circuitry that was a part of the black box (thankfully, a thing she was very familiar with)&lt;br /&gt;
&lt;br /&gt;
After acquiring the Ussaihu III research laboratories, Moira was told to settle there in order to continue research as well as keep her safe from danger. At Ophion&#039;s suggestion, Moira has received light cybernetic implants which allow her to directly access Ophion&#039;s extensive network, on top of assisting her in researching more effectively and working with Metis as well.&lt;br /&gt;
&lt;br /&gt;
===Harrison &amp;quot;Red&amp;quot; McClain===&lt;br /&gt;
&lt;br /&gt;
A 36-year-old male, and original owner and foreman of Poseidon Station. After being discharged from UGEI&#039;s military for collaborating with aliens, he disappeared off the UGEI radar, and used his life savings to purchase Poseidon from Mol. Ophion commandeered the station from Red, hacked 10,000 credits from his account, and told the crew of Poseidon that Red was going to sell the station out to UGEI. &lt;br /&gt;
&lt;br /&gt;
After keeping Red imprisoned in a jail cell, Ophion revealed himself as an A.I. and requested that Red stay with the Malorian Colonists on Eshareth. Initially afraid and harboring a hatred of the A.I., Red reluctantly agreed, possibly out of his fondness for Malorians and desire to not be imprisoned further. Much of his time with them has told Ophion that these Malorians are different from humans and from other Malorians he has met. He seems to feel uncomfortable when they express their religion, but otherwise prefers it to being &amp;quot;locked up in some cell.&amp;quot; Once the Eshareth incident was solved, Red decided to stick with Ophion in his war with the UGEI, intent on revenge for their efforts against the Malorians. Despite his minor use at best as a soldier and vulnerability to death, Ophion has attempted to find use for the man, and he has taken well to the simulations he&#039;s run. His performance is miles better than standard droids, if merely because of his natural experience.&lt;br /&gt;
&lt;br /&gt;
Red has been granted a suit of power armor, and a crewed stealth frigate to keep him busy and hopefully help him get revenge against the UGEI. He has made much head way in his drive to pay back the UGEI with his recently leading a boarding raid on the  Tartarus battle ship. He directly fought and contributed to the downfall of Prometheus as well. Even though Red had achieved what so few humans could possibly have done in their life time, he seems like he&#039;s not finished yet.&lt;br /&gt;
&lt;br /&gt;
===Gerald &amp;quot;X-Ray&amp;quot; Lawson===&lt;br /&gt;
&lt;br /&gt;
The quick-spoken host of Pulsar Radio. He&#039;s no expert, but is seemingly friendly and helpful. Rather charismatic and appears to be unaware of the weapon placed within Pulsar Radio by the UFW. Very much believes in freedom, and enjoys Ophion&#039;s company. Sits on a very key location in UFW territory, but otherwise seems unaware of it all. Serves as mainly a sensationalist news caster to spread Ophion&#039;s good name, the man himself seems to find Ophion interesting as a person, asking to have him over often, even if he doesn&#039;t fully grasp the complexity of everything that goes on around him.&lt;br /&gt;
&lt;br /&gt;
===Ser&#039;lah===&lt;br /&gt;
&lt;br /&gt;
A 30-year-old female Malorian colonist that is a member of the Latuma Tribe, a band of traveling Malorians that terraform barren worlds to match a religious ideal in respect to their ancestors using a powerful growth formula that alters the planet&#039;s surface in mere weeks. Ser&#039;lah helped save Red&#039;s life during the Eshareth Incident, where Red initially fought off a wave of carnivorous bugs, but Ser&#039;lah instead saved him by climbing a massive tree to await Ophion&#039;s arrival and rescue while escaping the hostile wildlife around them. She is highly opposed to the use of artificial and mechanical things beyond starships, and is visibly uncomfortable around anything high tech. Starships appear to be a &#039;necessary evil&#039; by Malorian standards. She and Red appear to share romantic feelings for each other, but Red refused to stay with her, preferring to work with Ophion for revenge against the UGEI while Ser&#039;lah insisted her place was with her people. The elder of her tribe informed her of Ophion&#039;s work, and this softened her view of technology somewhat, but she was still uncomfortable around the A.I.&lt;br /&gt;
&lt;br /&gt;
She remains a shrine maiden in the Latuma Tribe, and keeps in contact with Red through semi regular vid calls, to make sure the tribe is safe Red claims to Ophion.&lt;br /&gt;
&lt;br /&gt;
===President William T. King===&lt;br /&gt;
A 56-year-old male human; the Elected President of The United Fringe Worlders Union. President King has a long history in politics, and his recent election was a landslide victory. He has spent much of his life fighting the UGEI and their forced technological advancements. An aged wise face hides his true tired demeanor. Expresses that he does not think the UFW would have existed this long without The Guild.&lt;br /&gt;
&lt;br /&gt;
After The Guild&#039;s many trades, offers, gifts, protection, and other interferences, the UFW have grown far more powerful as a superpower, where as once they were hardly a dot on the map they are coming into their own as an empire thanks to Ophion&#039;s meddling-even if he does withhold superior technology from them so he may hold it over them.&lt;br /&gt;
&lt;br /&gt;
===Admiral Handley===&lt;br /&gt;
A 28-year-old male human; was the UFW Admiral of Defense. He received several years of education in Knuoth Academy for military tactics, battle, and weapons training. Quite young for an Admiral, and the top of his class. Handley has grown to like Ophion&#039;s persona (Unit 1) and Moira as well when he went to meet the man at his request in the guise of a human. Thanks to his study of human culture, Ophion more or less hid effectively in plain sight while Moira held the part of a key figurehead in his organization. Handley thought nothing odd of this and met the man who saved his &#039;country&#039; so to speak single handedly. Helped oversee a defense pact with The Guild as well soon after. As of thread 44, Presumed KIA in battle with Vice Admiral Prometheus over the defense of Jake&#039;s Gambit system.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
&lt;br /&gt;
===Captain Rhea===&lt;br /&gt;
&lt;br /&gt;
The UGEI cyborg captain of the battleship once only known as &#039;&#039;Rhea&#039;&#039; for her, Rhea herself is nearly 60 years old, perhaps older, but appears 33 due to extensive cybernetic modification. Rhea has shown herself to be a supreme tactician and computing specialist: single-handedly  commanding 300 combat frigates as well as her battleship&#039;&#039;Rhea&#039;&#039; itself in combat while resisting and retaliating against Ophion&#039;s cyber intrusions. She has expressed regret at being forced into combat with Ophion, but there is no reason to doubt her loyalty to the UGEI.&lt;br /&gt;
&lt;br /&gt;
She was seen &amp;quot;aboard&amp;quot; &#039;&#039;Rhea&#039;&#039;, but escaped the battle at Pulsar Station by means of a stealth ship, or by simply being connected remotely in the first place-it is not clear&lt;br /&gt;
&lt;br /&gt;
She is said to be one of UGEI&#039;s top 3 military commanders, and Red claimed that she was vicious in combat, ready to step on the little man without hesitation.&lt;br /&gt;
&lt;br /&gt;
Rhea was assigned to infiltrate &#039;&#039;Athena&#039;&#039; (Ophion&#039;s modified &#039;&#039;Rhea&#039;&#039;) with unknown goals, but was detected by Ophion and intercepted by Ophion&#039;s androids. She was subsequently abandoned by her fleet as &#039;&#039;The Tartarus&#039;&#039; withdrew from combat. Among her many cybernetic implants, Rhea possesses a neural interface link, which was accessed by Ophion via a robot unit. During the neural link, Rhea became aware of Ophion being a true A.I., and Ophion attempted to directly interface with her memory. This attempt left Ophion unconscious for several hours, while Rhea was unconscious for much longer, allowing her to be detained and de-armed. &lt;br /&gt;
&lt;br /&gt;
Mental exams indicate a slight tendency towards psychopathic behavior in regards to foes. Anger issues fueled many of the episodes of lack of empathy, and there is hormonal damage evidence suggesting UGEI interference to enhance such episodes under duress.&lt;br /&gt;
&lt;br /&gt;
Despite any of this, she has been kept a prisoner under reasonable conditions for some time now, despite her requests for freedom. As of now, she does not remember anything, her mind having been wiped clean by a UGEI safety trigger that destroyed much of her memory of them so it would not fall into enemy hands, leaving the woman herself somewhat dull and uncertain about matters. Her personality, harsh and venomous as it is remains, but the fear of the unknown remains clear in her.&lt;br /&gt;
&lt;br /&gt;
Currently she remains a prisoner but has been afforded some more elements of comfort and freedom. Ophion saw to it that simple cyber limbs have been place back on her body to allow her normal movements of a human norms. She has her own apartment rather than a just a cell in a hidden but secured section of the Ussaihu base. She is still not allowed out yet, but she has been given books, games, and cable broadcast to keep her entertained. She seems to have taken up writing novels and stories for her own desire and not just for something to do. Rhea has appeared to calm down a noticeably degree in her captivity lately.&lt;br /&gt;
&lt;br /&gt;
===Vice Admiral Prometheus===&lt;br /&gt;
&lt;br /&gt;
The UGEI commander of &#039;&#039;The Tartarus&#039;&#039;, a missile-specialized battleship. Prometheus is obviously extensively cybernetically modified, and has four effective arms. During Ophion&#039;s brief discussion with him, Prometheus showed himself to be a very zealous and hard believer in the destiny of humanity to rule over the stars and all alien species. &lt;br /&gt;
&lt;br /&gt;
His ambition drove him far in the UGEI ranks, far enough that he was able to embrace humanity&#039;s next stage in evolution as he put it. Very much hates all UGEI foes and sees them as obstacles in the way of progress, especially Ophion. Insists that anyone that stands in his path is standing in the path of the future, the path to further human change for the better and therefore they should all be destroyed.&lt;br /&gt;
&lt;br /&gt;
Ironically it seemed his masters chose to strip him of his last elements of what made him a human and transferred his mind into a UGEI built black box and installed it into a droid body that was physically wired into his battle ship. This was not known until Cephalus crushed his robotic head with his power fist. Prometheus&#039;s black box was captured intact, but removed from the UGEI forged chains on his battle ship, his personality matrix collapsed effectively killing him.&lt;br /&gt;
&lt;br /&gt;
===Watchers===&lt;br /&gt;
&lt;br /&gt;
A curious piece of UGEI technology, the watchers are some manner of Artificial Intelligence planted in various stations throughout Fringe space, and in most Stations crafted by the UGEI. Their purpose is unknown, but it is suspected that Ophion may have once been one of these devices.&lt;br /&gt;
&lt;br /&gt;
Unit 2237, acquired from a station orbiting Argeis III, was used to determine much of this information after much dissecting and experimentation. Moira expressed her pity for the thing when it was reaching the last moments of its &#039;life&#039;, after it was torn to pieces. Ophion expressed frustration with being unable to unleash the slave A.I. from its UGEI masters, but the dissection of Unit 2237 unlocked the secrets of A.I. black box creation.&lt;br /&gt;
&lt;br /&gt;
Another watcher, dubbed only &#039;Saboteur&#039; that was found on the Malorian-controlled planet Iro called its creator &amp;quot;Mother&amp;quot; and expressed that it was simply a tool of its creator with no desire to be free. After being defeated by Kronos and his droids, this watcher deleted itself, as it was told to do when compromised.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
==The Guild==&lt;br /&gt;
[[Image:AIQuestGuildLogo.png|200px|thumb|right|The current logo of The Guild.]]&lt;br /&gt;
:&#039;&#039;Tell me sir and/or madam, are you a voice of the people?&#039;&#039;&lt;br /&gt;
:&#039;&#039;I believe so, yes.&#039;&#039;&lt;br /&gt;
:-Ophion, being questioned by &amp;quot;X-Ray&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Guild is the name given to Ophion&#039;s collective actions across the Fringe. The Guild started as not a legitimate business entity with any other factions, but in time it has become regarded as one in dealings with the UFW and the present leadership of the Losirian faction. The Guild has a defense pact with the UFW and has managed to defend themselves from UGEI belligerence. With A.I. Apollo running a rapidly growing economic empire, and Metis spearheading research attempts that easily bypass any human&#039;s efforts on a similar scale, the Guild is quickly growing to form an actual empire.&lt;br /&gt;
&lt;br /&gt;
==United Fringe Worlders (UFW)==&lt;br /&gt;
Once a string of wealthy mining colonies on the Fringe of UGEI space, the UFW became united under a single Union. With the UGEI off fighting other wars, the UFW took its chance and pushed back the UGEI and claimed the Fringe for themselves as best they could. However, with their limited scientific know-how, the UFW has struggled to maintain independence. Each world is its own &amp;quot;state,&amp;quot; but all follow a common guide known as The Union. The Union is a pact of protection, where all UFW states will share resources for a common defense. The majority of Union is human. Its current President is William T. King. Each planet operates on a &#039;separate but equal&#039; mindset, working together to ensure they may stay independent from the UGEI. It&#039;s people are rather hardened to the dangers of the universe, due to their popularity as a target by pirates and any mercenary or Xeno company. Despite this, the UFW is hesitant to embrace any manner of automated technology. Due to previous association with the UGEI, they consider technology like that nothing more then an attempt to replace humans, giving larger companies an excuse to not have to have humane or ethical treatment laws. The heavy-handed manner in which the UGEI dealt with the rebellion, and the regular attacks by Pirate and Xeno raiders have resulted in the UFW being somewhat technophobic as well as Xenophobic. They are far more neutral to Malorians compared to the UGEI.&lt;br /&gt;
&lt;br /&gt;
Often refers to themselves as &#039;The Union&#039; considering themselves a single body this way, but the generally used term referring to their nation is &#039;UFW&#039;. It&#039;s current president is known as William T. King.&lt;br /&gt;
&lt;br /&gt;
After coming into contact with The Guild, much has changed for the UFW in more ways than one. If not for The Guild, the UFW would have likely been taken over long ago by the UGEI by sheer attrition. However thanks to Ophion&#039;s meddling, not only have they solidified their control over their regions, they have also expanded their businesses, alliances, and ship building capacity and general technology greatly. The story behind how is a long one but generally revolve around the Guild&#039;s actions in and around UFW space. In short, the UFW would not be the same if Ophion had not risen to power, the President himself is quoted as saying &amp;quot;We certainly would not have survived as long as we have if not for your support&amp;quot; referring to Ophion. As of now, the UFW has taken on more of a support role, they themselves not wishing to take over UGEI lands and instead protect their own freedoms. However, due to subtle nudges politically from Apollo, their government is growing to become more in favor of such a thing-and even more so, supporters of Ophion are very popular with the masses for all Ophion has done.&lt;br /&gt;
&lt;br /&gt;
==United Galactic Expanse Initiative (UGEI)==&lt;br /&gt;
Originally one of Earth&#039;s many deep space mining Corporations, the UGEI received several incredibly wealthy investors, putting it ahead of its competition. This boost allowed them to form a near-monopoly on colonization and mining operations for the human race as they began their rapid expansion outwards. While effective at spreading humanity&#039;s wealth and influence, according to employee reports the UGEI also grew incredibly greedy. They took large cuts from anyone that used their mining platforms, or simply took mining locations from independent companies by questionable legal means. The UGEI also refuse to share their mining platform secrets, leaving their efficiency and the cocktail of gases used by ships as star-ship fuel mostly a mystery to the common man. Due to a lack of personnel, and the availability of their wealth, the UGEI appear to have merged with several robotics Corporations at some point, giving them a source to dump much of their gains into that will in the end save them even more. This lead to them being able to free up much of the labor they needed for their mining platforms with the creation of humanity&#039;s first V.I. To this day, they continue to search for a way to make all mining automated, maximizing their profits and reducing the chance of human error. &lt;br /&gt;
&lt;br /&gt;
According to the Extranet, much of the UGEI&#039;s inhabited worlds are human, with very little alien immigration, especially recently. Large part of the reason is due to the proxy war the UGEI is holding against the Malorians for access to rich sectors of space. While unable to officially declare war, or even have armed forces, the UGEI uses it&#039;s massive size, access to legal council, and various other loopholes to build a fleet of massive proportions to combat the aliens. Over time, they have overstepped the bounds of normal corporation duties, until they began to more closely resemble a military driven government. They&#039;re responsible for an enormous portion of humanity&#039;s growth and strength during the last century, even if they do bleed colonies dry, leaving them nearly untouchable to normal legal means back home in the home worlds. In accordance with ancient treaties between the long dissolved nations on Terra, the UGEI is forbidden to formally own any buildings, ships or territory within the Sol System on a permanent basis, they are instead forced to temporarily lease everything from their typically Terran owners: a small consolation prize after an eternal court struggle against the UGEI&#039;s growing presence. As a result of this, UGEI has a very small overt prescience within the cradle of Humanity, however behind the scenes, the vast wealth at UGEI&#039;s disposal enables them to secure a huge amount of political, economic and military influence. &lt;br /&gt;
&lt;br /&gt;
A UGEI mining license takes 4 months of operation to earn. In which time the UGEI are entitled to 85% of profits. Even after obtaining this license, the UGEI is still entitled to 70%.&lt;br /&gt;
&lt;br /&gt;
==Malorians==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Has man not dreamt of banging hot alien babes since first he looked up at the stars?!&#039;&#039;&lt;br /&gt;
:-Popular Action Film catchphrase&lt;br /&gt;
&lt;br /&gt;
A race of extraterrestrial humanoids that were originally encountered around the start of humanity&#039;s great expansion. Humanity originally jumped to one of their system by random chance, but after several attempts at negotiating, the race traded with humanity, and even immigrated over to some colonies in interest of their star cousins. This discovery was of course, earth shaking for many and lead to a massive cultural shift in how people see the universe as a whole. As humanity expanded, however, they drew closer to Malorian territory, a series of colony worlds that were quite rich in minerals due to the nature-friendly methods of the Malorians, and human friendly atmospheres (requiring far less to walk planetside than other rich systems). Finally, after years of a solid alliance with the Xenos, a massive conflict with the UGEI occurred. As recorded by the UGEI, the Malorians suddenly attacked several defenseless mining bases belonging to the UGEI, supposedly out of a &#039;hate&#039; for their practice of harvesting, and wanting to steal their resources for themselves. The Malorians, on the other hand, claim that despite several warnings not to expand into several of their systems, the UGEI continued unwarranted into lands the Malorians claimed to hold dear, and as a result, forced their hand. Despite this, the Malorians hold no proof of their claim, and any they do possess is considered insufficient before any court so far. Espionage is suspected. &lt;br /&gt;
&lt;br /&gt;
Whatever the cause, the UGEI saw this as a good reason to mobilize for war and push the Xenos off their resource rich planets. While technically unable to do such a thing for themselves, the UGEI often work through loopholes and contractors to have an excuse to have machines of war when they should not. UGEI and the Malorians have been at war for nearly a decade as of the time of Ophion meeting them.&lt;br /&gt;
&lt;br /&gt;
Malorians have skin colored in a range of deep aqua to copper red, with patches of fur, normally with a slim athletic build. Malorians have large black-yellow eyes and 4 arms. Each limb ends in three slightly longer jointed digits. They only have one set of legs, but the digits are of a similar length. They have larger, if flatter ears, with wider noses and omnivorous teeth. They generally live long lives. From the tribes observed, they possess a love of nature unlike many other races, feeling connected with foliage enough to go so far as to transform entire planets into jungles like their home world. It is suspected a major reason for this is due to a cultural shift in their society that considered old ancient trees becoming the spirit of ancestors, a practice quite common on their jungle homeworld. While this may be moderated among other specimens, Ophion has recognized the Malorians can, at times, possess a zeal for this activity. Despite this connection, they can be rather industrious, despite their reluctance to harm their own planet, and as with any race of people, exceptions do exist, being sentient as they are. It appears groups of Malorians are lead by an &#039;Elder&#039;, considered the wiser and more respected member most of the time, the most common form of government.&lt;br /&gt;
&lt;br /&gt;
Malorian Culture is not fully understood at this time, but it seems their homeworlds are run by a higher council (The Council of Juma), a tribe of very old and wise Elders who&#039;s words are widely respected in the community. These figure heads represent both a political and a religious leader in their community, and ignoring them is seen both as illegal and blasphemous. Other tribes are loath to try anything without the word from their High Elders. The entire structure of Malorian society appears based around such tribes, normally starting as family units, but can become intertwined due to relationships, assimilation, or death of other figures in said tribes. It is also a symbol of status, and only the largest tribes have the privilege of owning entire planets in their name.&lt;br /&gt;
&lt;br /&gt;
The practice of space travel and general space age work has recently become possible in Malorian history, due to their recent discovery of warp travel-a method of moving faster than light between stars to cut down travel time to a reasonable time period. This method is similar, if not exactly the same as the way humans discovered, leading to many ship designs similar, though they look far different from one another.&lt;br /&gt;
&lt;br /&gt;
Known Factions&lt;br /&gt;
*Council of Juma: The core tribe of the Malorian homeworlds. They seek neither war nor peace, only passive defense of what is theirs, and refusal to allow the UGEI to push them over. That said, their attitude has alienate much of their own people, despite the deep seated respect people have for them.&lt;br /&gt;
*Latuma Tribe: Separate colony group from Malorian homeworlds that pursue the expanse of nature over everything else. Nearly zealots in this regard. Extricated themselves from Malorian space with only the desire to spread their ancestor&#039;s name. Seen as outcasts by their brothers, where as they see themselves as bringers of healers of broken worlds.&lt;br /&gt;
*Ishtooy Tribe: Hostile group of militaristic Malorians. Protect several sacred planets by embracing technology. Strong dislike for Xenos of all sorts. They have gained a lot of support since the UGEI started attacking their bases. They stole any technology they could and rapidly built large fleets to push back the offending Xenos. They own large stretches of territory, but have very few civilians. Almost every Malorian in their groups is suited for war.&lt;br /&gt;
&lt;br /&gt;
==Losirians==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;First space krakens, now space SHARKS?!&#039;&#039;&lt;br /&gt;
:-Post on UFW extranet&lt;br /&gt;
&lt;br /&gt;
A race of extraterrestrial aquatic humanoids that were encountered later after humanity had established itself among this sector of space. Much of the first contact dealt with attempts at communication, before the human fleet opened fire out of fear of the creature&#039;s appearance, as the Losirians tore their fleet apart. Losirians rarely leave their home planet despite their technological advancement, mainly due to their reliance on water to remain healthy, but when they do, their ships are specially designed to hold reservoirs of water to allow them to exist in comfort. All Losirian technology is waterproof. While they do not require it constantly, many have taken to wearing suits to keep water flowing against their gills when they&#039;re not on their ships, or at their homeworld. They have adapted to be amphibious due to the nature of their homeworld and their own mental development-naturally, far less predators existed on the land leading to a preference for land survival traits, while much of their prey remained in the sea-leading to a mix of both. They&#039;re carnivorous in nature, but normally refuse to dine on sentient races despite rumors and racism that says otherwise. This appears to be less a moral decision, as a logical one, since eating sentient species usually means other of that species will attack them on sight. They stay out of most politics, keeping mostly to themselves, ever since the fiercer days of their conflict with the UGEI, taking to the philosophy of &#039;humans merely do not understand&#039;. Beyond the dominant clans on their homeworld, they do not have a galactic presence beyond mercenary groups. Despite their reluctance, it isn&#039;t unheard of for some immigrants to be within largely other race colonies. If they are, however, they stay low and quiet as often as they can, due to racism.&lt;br /&gt;
&lt;br /&gt;
Losirians&#039; skin usually ranges between various colors of blue and white, and is occasionally gray. They normally have a thin muscular build, due to how their skeletal system and fat storing operates. Retractable webbed fingers and toes, extremely tough skin which is rough to the touch, and a set of serrated sharp teeth meant for tearing meat apart give them the &#039;shark-like&#039; reputation.  They also normally have a rather high pain tolerance as a species, compared to most other beings. They have holes for ears, and have tubes connecting their head to their shoulders to support their dual breathing organs, allowing them to be amphibious. Their eyes are normally pitch black, with a secondary lid to protect it from water and sunlight. They also commonly have a tail with frills and fins, though the tail merely aids in swimming, instead of being the main force behind it. From what Ophion has seen, many Losirians enjoy wearing water breathing apparatuses to their body. This means that in an oxygen-less environment, their suits allow them to survive just like a space suit would. Normally violent, territorial, and carnivorous by nature, Losirians have yet failed to make peaceful contact with humans as far as Ophion is aware. Being able to eat nearly anything organic, many races have come to fear Losirians out of instinct, further inhibiting their diplomatic options along with the isolated and distant nature of their colonies. As a result, it would seem some take to mercenary work to make use of their natural ferociousness.&lt;br /&gt;
&lt;br /&gt;
What little is known about Losirian culture implies they&#039;re organized into clans, where many of the lesser males follow the orders of an Alpha male. Females are normally traded between the more primal clans, but female Losirians are not without their own vicious streak, known to even kill Alpha males in rare cases. Despite this, much of Losirian culture is Patriarchal.&lt;br /&gt;
&lt;br /&gt;
As of lately, Ophion has influenced a great change in Losirian culture and indeed, their entire society as a whole. Ophion has supported the Losirian mercenary clans with funds for work, while at the same time fighting many of them due to UGEI influence. In the end, Ophion went to support a secondary faction within Losirian society to subvert these violent clans and solidify the empire as a more reliable ally. This resulted in a massive civil war that raged for several cycles as much of the previous reigning hierarchy was brought down by this mysterious benefactor. Who Ophion will come to know as Emperor Leuk took over as the Losirian dictator, and with an iron fist, forced the remaining colonies to unite under his rule. His surprising control over the Losirian population is somewhat suspect, despite the violent nature of the creatures they appear to listen to him. It was discovered that the Emperor was indeed not a Losirian himself, but instead a Jelack, a species of rare yet highly intelligent jellyfish-like creatures which have lived in secret under the Losirian rule due to their superior numbers and ferocity. Jelack have been known to exhibit some manner of telepathic control over Losirians, but normally only the weak willed and this is suspected to be part of the Emperor&#039;s secret for garnering so much support so fast. Since his leadership was established, the Emperor, on top of providing many many ships to throw at Ophion&#039;s disposal, has begun to institute changes to benefit his own species in the Losirian homeworlds, often leaving the Losirians high and dry-and often angry. He has silenced any who oppose him, however, with jailtime if necessary (and even reeducation at times). Still, it is hardly as violent as the rule under the ruthless mercenary leaders who cared nothing for their own people.&lt;br /&gt;
&lt;br /&gt;
Known Factions&lt;br /&gt;
*Reefling Clan: One of the largest mercenary clans in Losirian Space, they&#039;re often regarded as a manner of &#039;Mafia&#039; by human standards, taking control of key locations behind the scenes and taking much of what they produce in return for &#039;protection&#039;. With the collapse of the Losirian government, their job became much more valuable, and are now seen in a relatively positive light by most civilians. Their leader is Durlock, an enormous cybernetically enhanced Losirian Alpha Male who prefers to use heavy robotics and cybernetics to do much of his work.&lt;br /&gt;
*Razorskin Clan: Rival mercenary group. Methods usually include boarding ships and slaughtering the crew, then selling ships to scrapyards. They&#039;re far more vicious then Reefling clan, and infamous more for their brutality outside of Losirian space, and being the main source of negative Losirian rumors and racism. They lack the assets the Reefling clan have, but steal most of what they own. Their methods try to ensure maximum profit, as well as food for their entire ship.&lt;br /&gt;
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==Lightlings==&lt;br /&gt;
&lt;br /&gt;
What is most accurately described as &amp;quot;Space Kraken&amp;quot; by some humans, Lightlings are squid-like entities that are able to exist in the vacuum of space. They appear attracted to electrical energies, and feed off such power, as well as gas found in nebula clouds. They have a unique adaptation that allows them to warp jump using their own biology and excess stored-up gas. They are also able to make &#039;micro warp jumps&#039; which allows them to move very fast through the vastness of space, even within gravity wells. This, combined with their ambush predator mentality, makes them deadly for any exploring ships that happen across them. While not invincible, the creatures are rather tough, halting much of the UGEI&#039;s rapid expansion. As detected by Ophion, however, the larger of the species appear to have a rudimentary sentience, demonstrated via garbled communication signals after a fight where a Mother Lightling&#039;s children were killed. As a result, Ophion released the Mother, curiosity peaked.&lt;br /&gt;
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More commonly found in asteroid belts and especially gaseous planets, these creatures are a terror of the void for any unsuspecting ship unlucky enough to fall prey to them be it of human, A.I., or xeno make. They are extremely temperature resistant, even the young. Lightlings are immune to energy weapons, and are seemingly able to absorb any energy beams. How ever kinetic based weapons, like rail guns and their type, has proven to be very effective in dealing with them. Rail gun type weapons are the preferred weapons to use against the Lightlings, however missiles can be used against them as well but are less effective.&lt;br /&gt;
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CLASS CLASSIFICATION:&lt;br /&gt;
* &#039;&#039;Infant&#039;&#039; &lt;br /&gt;
* &#039;&#039;Adult&#039;&#039;&lt;br /&gt;
* &#039;&#039;Mother&#039;&#039;&lt;br /&gt;
* &#039;&#039;Kraken&#039;&#039;&lt;br /&gt;
*&#039;&#039;Leviathan&#039;&#039; [rumour only - no proven sightings yet]&lt;br /&gt;
&lt;br /&gt;
=Locations=&lt;br /&gt;
&lt;br /&gt;
[[Image:AIQuestmap.png|400px|thumb|right|A map of known locations.]]&lt;br /&gt;
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==Guild Space==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sceptri System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Doshua&#039;&#039;: Terrestrial world located in the middle of the system’s habitation zone. Extranet trawls have revealed the world to be exceedingly mineral rich. The planet is considered the testbed for the UGEI’s new ‘automated mining centers.’ Planetary population low and predominately of higher socio-economic status. &lt;br /&gt;
**&#039;&#039;Sceptri Prime&#039;&#039;: Terrestrial world located to the rear of the system’s habitation zone, orbiting a yellow main sequence star. Extranet trawls have revealed that the planet&#039;s surface is covered in large strip mines and UGEI &#039;Urban Spires&#039;; while defense platforms, an advanced shipyard and several large trade stations hand in orbit. Human population on the surface exceeds 8 billion. Due to the recent take over from UGEI to The Guild&#039;s control, the population is in near chaos and is unwilling to accept Ophion&#039;s governance. Steps used to pacify Gaia is being taken here in this system as well. Thankfully the planetary infrastructure is in better shape than Gaia was when it was taken over.  &lt;br /&gt;
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*&#039;&#039;&#039;Walsh System&#039;&#039;&#039; &#039;&#039;&lt;br /&gt;
**&#039;&#039;Ruins of the Carnage Superweapon&#039;&#039;: Initially revealed by deep space scans, which detected huge energy spikes originating from this point in the system, a subsequent cloaked scouting mission revealed the source of the energy disruptions to be a large superweapon under construction by the UGEI. The space-station sized battleship was revealed to have an experimental laser which was thought to be able to reach several systems away. Deemed to be a major threat to the Guild, the Guildmaster, in association with the new Losirian Emperor Leuk, mounted a punitive expedition against the system to either capture or, failing that, destroy the weapon. The expedition fleet met heavy resistance in the form of a large enemy fleet and a number of hardened weapons platforms, but eventually prevailed against these odds. Unfortunately, attempts to board the Carnage Superweapon were frustrated by the design of its internal superstructure, which consisted of a maddening amount of dead-ends and traps. As a result of this, the effort to capture the weapon failed and the computerized UGEI intelligence controlling the superweapon and surrounding fleet initiated a self-destruct protocol to prevent any UGEI secrets from getting into the Guild’s hands. &lt;br /&gt;
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**&#039;&#039;Walsh I&#039;&#039;: Small terrestrial world located at the star-side edge of the habitation zone. Old extranet records show that the world was colonized by the UGEI quite some time ago and it&#039;s mineral deposits were aggressively strip mined. The resources were soon used up and the colony was shut down by the UGEI some 35 years ago. While the vast majority of the 250 million strong human population would have been transported off-world by the UGEI, hidden extranet records show that some prospectors and anti-UGEI rebel groups elected to remain in defiance of the UGEI.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atill System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Atill VI&#039;&#039;: Previously a UFW stronghold, Atill VI was a weapons test site for the UGEI. The surface of the planet shows evidence of radiation and massive craters. Upon traveling to the planet the Guild discovered a &#039;Viral A.I.&#039; which was the end result of UGEI cyber attacks against the world when it defected to the UFW. The viruses devoured each other in a Darwinian process of evolution until only one remained while simultaneously annihilating the human population. What plans the Guild has with this system has not been decided upon yet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Atocian Reach&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Atocia I&#039;&#039;: The sole remaining terrestrial body orbiting a white dwarf star, Atocia I is locked in a deep freeze far beyond the habitation zone. However, scans of the system have picked up both a dense cluster of minerals surface-side, and a graveyard of ships orbiting the world of unknown design and classification. Closer observation by Red&#039;s scouting frigate picked up a faint electronic signal emanating from within the graveyard. Investigation of the system by Kronos&#039;s fleet revealed that the electronic signal previously discovered was emanating from a large crystal-like structure in the middle of the ship graveyard. While all attempts at communication have failed thus far, the substance has displayed signs of sentience - especially after it came under attack from Kronos&#039;s vessels. As of now, the crystal structure remains in orbit, either unable, or unwilling to move, however a sample has been taken for study. The Guild has recently begun construction of an underground droid factory on the planet&#039;s surface. Convoys of supply ships avoid the crystalline object in orbit of the world by taking a longer route - this reduces total productive efficiency slightly &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rane Expanse&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Kalla/458 &amp;amp; Kalla/459&#039;&#039;: Scans of this system have revealed the existence of two medium-sized ice gas giants. Thanks both to Red&#039;s scouting frigate and Ophion&#039;s own investigation, it was revealed that both a large black hole, and a cluster pirate IFF signals were present, responsible for the heavy gravitational distortion present. The presence of the black hole so close limits what can be built and maintained here, but also makes warp to and from more difficult.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Eshareth System&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;Eshareth I&#039;&#039;: Small barren planetoid located beyond the habitation zone, on the star-side edge. Crystal Alien Colony has been seeded and has begun to spread across it&#039;s original location. Several miles already covered.&lt;br /&gt;
**&#039;&#039;Eshareth II&#039;&#039;: Small barren planetoid located beyond the habitation zone, on the star side edge. No remarkable features detected. Evidence of some impact from space appeared recently, appears to be inert matter from Eshareth III. In prediction of spread, Ophion sent a team to exterminate the matter, burning it to ashes. Preventing spread.&lt;br /&gt;
**&#039;&#039;Eshareth III&#039;&#039;: Medium sized barren planetoid located just within the system&#039;s habitation zone. A rather large asteroid field orbits the world, yet no mineral deposits have been detected either within the field or on the planet&#039;s surface. Organic life from Eshareth IV has been detected, and has begun to flourish and grow. It&#039;s surface activity has exploded, and begun to grow at a rapid rate.  Has become almost a mirror of Eshareth IV despite previously having no flora or fauna of it&#039;s own, growth like substance on the surface responsible for environmental changes.&lt;br /&gt;
**&#039;&#039;Eshareth &#039;New Eden&#039; IV&#039;&#039;: A large terrestrial world located in the middle of the system&#039;s habitation zone; possesses a dense, gaseous atmosphere. A small Malorian colony of the Latuma Tribe was once planetside. Malorian terraforming efforts have converted the entirety of the planet’s surface into jungle. Extremely hostile wildlife, reactive to radio transmissions. After several series of advanced mutation and extinction events, reptilian beasts with insectoid nature have been adapted, taking in aspects of the various creatures that have come before, from the mutant bugs Ophion faced before, to an entire race of reptiles that went extinct shortly after their birth. Now, the surface is covered in this one similar species, which has begun to form very large communities and hubs of activity. Through infighting, the species appears to continuously force itself to evolve, keeping it&#039;s species on the top of the food chain. Evidence of intelligence has been confirmed by direct contact. The natives by some unexplained means speak malorian even though no contact between the natives and any malorian has ever occurred.&lt;br /&gt;
**&#039;&#039;XVC327823 Asteroid Belt&#039;&#039;: A large asteroid field on the outer edges of the system filled with numerous mineral deposits. Once home to a UFW mining base, the base has since been destroyed in a lightling attack; this position is now occupied by Poseidon Station. A full set of defense platforms has been built to protect the station form any further attacks on it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nextol System&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;Moira&#039;s Outpost&#039;&#039;: Located in the center of a large ship graveyard, this foundry station acts as a central hub for automated salvage and repair operations. In practical terms, the station is essentially an advanced shipyard which has since come under the Guild&#039;s control. This critical construction nexus is defended by the best system defense platforms The Guild can make.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keller&#039;s Expanse&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;Blue Betty/995&#039;&#039;: A gas giant, with an automated gas mining platform in orbit around it. The Guild-commandeered the UGEI refinery that was located here, it has since been replaced with a newly built refinery. It&#039;s defense platforms have been repaired and upgraded from the last attempt the UGEI tried to destroy the refinery. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ussaihu System&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;Ussaihu I&#039;&#039;: Once very similar to Ussaihu II, this planet now has a vast array of flora that subsist on the planet&#039;s liquid toxins on the surface and the fierce radiation present due to lack of atmosphere. This results in radiation rich lifeforms, many large flowers that capture the rays for nutrients and the like. &lt;br /&gt;
**&#039;&#039;Ussaihu II&#039;&#039;: Small terrestrial world located close to the system&#039;s main sequence yellow star. The world possess a thin, gaseous atmosphere filled with innumerable toxins due to molten nature of the planet&#039;s surface. Small mineral deposits detected, yet extraction would consume more resources than would be gained through mining efforts. Latuma Tribe have moved their efforts here.&lt;br /&gt;
**&#039;&#039;Ussaihu III&#039;&#039;: Medium sized terrestrial world located slightly beyond the system&#039;s habitation zone. Locked in an eternal deep freeze, the colonial prospects for the world were dim. While under UGEI control, an advanced shipyard orbited the world protected by several rings of heavy defense emplacements. An underground UGEI research lab specializing in cybernetic experimentation was located planetside by the Guild. Moria has moved her research efforts here. Advanced shipyards, a hardened battle station and many defense platforms have also been replaced from when the UGEI obliterated the original emplacements when they last attacked this system. Due to the accident Metis had in her experiments over in the Camael system, her Black Box has been transferred back over to the research lab for her own safety. It is enviable that she will have to work along side Moira and the other human employees once more, much to her chagrin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Camael System&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;Siren/896&#039;&#039;: A rich gas giant with a never-ending ion storm present on the edge of its&#039; gravity well. Siren was previously occupied by a lightling family. A gas refinery owned by The Guild is currently in orbit around Siren. These natural traits mean that the system would be excellent for a hidden orbital structure; a fact which has been duly noted and acted upon by the Guild. A secret research station designed for Metis alone had been established and due to a critical laboratory accident in Metis&#039;s work on developing Anti-matter power was blown apart. The Guild is currently replacing the ruined labs with new ones. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marauder&#039;s Grave&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;Voidsnake Outpost II&#039;&#039;: Previously a pirate outpost, Voidsnake was captured by The Guild and given to the UFW as a gift. The original station was then destroyed by the UGEI during their armed incursion into UFW space. After the incursion, led by the infamous Captain Rhea, was defeated, the Guild decided to rebuild the outpost. The A.I. &#039;Apollo&#039; was then put in charge of the outpost, and his goal to turn the station into a vital trade junction is developing wonderfully. The second outpost was replaced with a full trade station that humans are allowed on to do business, and a second full station was built to house the extra cargo, brewery and distillery rigs, and other industrial production equipment. Currently Apollo has made this system where to keep his black box in and perform most of his work at. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Argeis System&#039;&#039;&#039;: &lt;br /&gt;
**&#039;&#039;Argeis I&#039;&#039;: Once a small barren planetoid, has slowly been turned into a hotter, more swampish world after Latuma Tribe terraforming efforts. Their aim to introduce a high volume of water has turned the planet somewhat swampy, the water hidden and unable to evaporate in the rather thick atmosphere. They have succeeded in turning this world into a thicker swampy jungle world, introducing odd varieties of fauna and creatures unlike before.&lt;br /&gt;
**&#039;&#039;Argeis II&#039;&#039;: Small barren planetoids located beyond the habitation zone, on the star-side edge. No remarkable features detected. &lt;br /&gt;
**&#039;&#039;Argeis III&#039;&#039;: A hot mostly rocky desert world, with subsurface gas pockets. The UFW colony and orbiting space station went dark abruptly. Several UFW expeditions were sent to discover why communications had ceased, but it was not until The Guild investigated that it was discovered that a UGEI &#039;black box&#039; had been hidden inside the space station. Upon awakening, the slave-AI proceeded to kill all UFW personnel. The Guild now controls the system on the UFW&#039;s behalf as a border defense post.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dresh System&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Dresh Alpha &amp;amp; Beta&#039;&#039;: Alpha, a barren terrestrial world, and Beta, a dense close orbit moon, are both located slightly beyond the system’s habitation zone. Observation by Red&#039;s scouting frigate revealed an enormous Pirate operation, comprising of both large battle stations and defensive planetside colonies. Closer inspection revealed them to be independent colonies, rife with refugees from Human, Malorain and Losirian Space. A Guild fleet led by Ophion engaged the orbital defenses above Dresh Alpha, however the arrived of fungus-infected ships led Ophion to form an uneasy alliance with the independent forces. The quick development and deployment of a bio-chemical agent on the surface of Dresh Alpha eliminated all traces of the fungus on the planet. In the aftermath of the battle, Ophion strong-armed the independent colonies into becoming Guild &#039;Protectorates&#039;, who provide a steady stream of resources and scientists in return for technology and defense assurances.&lt;br /&gt;
**&#039;&#039;Aquil&#039;&#039;: A small terrestrial world located on the innermost boundary of the system’s habitation zone. Scans of the system have revealed that a rather large asteroid belt orbits the planet – due to the existence of a high number of metals in this belt, detailed scans of the planet itself proved impossible. When the Guild elected to explore the world, they discovered a fleet of seemingly abandoned pirate battlecruisers hidden within the asteroid belt. Despite a lack of any radio transmissions or life signals, the vessels fired upon the Guild fleet. After the battle, several androids were send aboard the sole remaining battlecruiser, wherein they discovered innumerable nasty looking husks of humanoids with strange parasites and fungus spread all over them, along with some kind of fungal intelligence within the ships&#039; cargo hold. Further scans of the planet have revealed the ruins of several human colonies as well as biological signals identical to the fungus-like substance. These structures were built over a massive system of tunnels and caverns throughout the entire planet&#039;s surface; near the planet&#039;s crust, the sensors onboard the Guild ships located an enormous heat signature, judging from the limited way fungus communicate, it is probable that this is the fungus&#039; central &#039;intelligence.&#039; It has recently attempted to bud and leave, but has been suppressed for now.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jake&#039;s Gambit&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Gaia IV&#039;&#039;: The most recent of the Guild&#039;s territorial expansion.  Medium sized, farming centric terrestrial world.  Surface still held by the UGEI. Population estimated to be 700 million, previously 5-6 billion prior to Ishtooy Malorian devastation.  Infrastructure has been nearly rebuilt now, mostly under The Guild&#039;s direction. The population is still simmering from it&#039;s occupation but constant amounts of pro Guild propaganda, fair treatment of the citizens, and the assistance of who the people of this world more or less accepted as their primary leader, Mr. Lawrence, has helped calmed them down. Ophion as allowed a new planetary government to be established with himself as the head leader, but allowing in time the possibility for others to replace him provided the world will follow along with the principals and interests of The Guild. Open trade with the UFW and other Guild friendly groups will happen shortly.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manwe’s Bay&#039;&#039;&#039;   &lt;br /&gt;
**&#039;&#039;Manwe/2368&#039;&#039;: Small gas giant orbiting a red giant class star. A rather large asteroid belt surrounds the gas giant, a fact which hampered the effectiveness of in-system scans. There was a well defended Battle station and defense platforms the UGEI left behind to hamper the taking of this system. There is a gas refinery and a large mining fields that amazingly was not defended by the UGEI&#039;s fleet. Sweeping away the automated defenses, this system was other wise undefended. Thankfully the fighting was much lighter and all the damages was quickly repaired or replaced.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hollgan’s Rift&#039;&#039;&#039;     &lt;br /&gt;
**&#039;&#039;Byoti/2366&#039;&#039;: Gas giant located within the system’s habitation zone; an artificial ring orbits the planetoid. A brief data trawl of the local extranet has revealed that the ring was initially a UGEI gas refinery, but has since evolved into a transport and trade nexus with a sizable human population. High number of defenses located on Segments D-44 to G-18 of the ring suggests that a UGEI military facility or shipyard may be present. &lt;br /&gt;
**&#039;&#039;Nacia/2367&#039;&#039;: ‘Supergiant’ class gas planetoid located just beyond the system’s habitation zone; artificial station located in high orbit. Extranet trawl suggests that the platform is a UGEI gas refinery – number of military-grade defenses add credence to the notion that a military facility may be attached to the station. &lt;br /&gt;
**&#039;&#039;Nacia&#039;s moon&#039;&#039;: System scans have revealed a digital echo emanating from one of the twelve moons of the gas giant Nacia/2367, yet there is no information in the local extranet regarding any colonization efforts. Upon investigation it appeared to be a group of older humans and Malorians simply attempting to live with one another in peace of old age. Their ability to live under UGEI territory hidden as they were was attributed to a short range stealth device that had signs of belonging to Mol, but he has denied any involvement. Many inhabitants remain here still.&lt;br /&gt;
&lt;br /&gt;
==Neutral Space==&lt;br /&gt;
*&#039;&#039;&#039;Terali System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Depleted Asteroid Belt&#039;&#039;: The original home of Poseidon Station while it was under Red&#039;s control.&lt;br /&gt;
**&#039;&#039;Alto&#039;&#039;: Dwarf planet on the edge of the habit-zone. World was abandoned by humans after atmospheric toxicity levels reached catastrophic levels - cause of toxicity unknown. With the assistance of the Guild, the Latuma Malorian Tribe moved in and began terraforming rituals. After they were completed, the entire surface has changed dramatically. Not nearly as violent as Eshareth&#039;s surface much of the life planetside are adapted to intense levels of toxin resistance, and protective nature. Shells, coils, thick skins, burrowing, all manner of strange mutations meant to protect the life from explosions and meteor strike. The planet is regularly hit by comets from a nearby comet belt, assisting in this adaptation. Even trees are known to coil in on themselves, and pull underground to protect themselves.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Svast Cluster&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Svast III&#039;&#039;: A rock, hot world that, while rich in many different types of metals, lacked any sort of mineral presence, making it an otherwise unnoteworthy system located in the Svast Cluster you had ignored up until this point. However, now it is home to a seed from the fungal plant creature known as Saylor you interacted with on Aquil. As part of your deal with the entity so it will not continue to try and spread it&#039;s seeds, you agreed to sow one of it&#039;s seeds somewhere secure. As of now, it is merely a seed, but it will likely grow into a full entity before terribly long.&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;Asteroid Field Omega - 23a904&#039;&#039;: This system is devoid of anything mentionable beyond the immense asteroid field which circles the primary Red Giant. Within this field the Red Horizon pirate gang developed a sizable base which was used as a staging point for attacks against UGEI space. Following the intervention of the Guild, the pirate base and accompanying fleet were destroyed. A &#039;&#039;&#039;Kraken&#039; class&#039;&#039; Lightling now inhabits the ruins. A small &#039;listening post&#039; was set up in the system by the Guild to allow for long-term observation of Lightling behavior. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Klintok System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Grinsash/4567&#039;&#039;: Superheavy’ gas giant in a close orbit of the system’s yellow star. No UGEI refinery detected. Closer observation has revealed a high number of warp space disruptions, as well as one particularly large disruption; along with high levels of radiation detected. Most visual contact blocked by nebula.&lt;br /&gt;
**&#039;&#039;Anomaly 1&#039;&#039;: Scans of the system have revealed a high energy gas cloud ring locked in a distant orbit from the system’s star. Further investigation is suggested.&lt;br /&gt;
**&#039;&#039;Anomaly 2&#039;&#039;: Additionally, scans of the system have picked up warp-space disruptions, but the precise location of the disruptions proved impossible to ascertain. Further investigation is suggested.&lt;br /&gt;
**&#039;&#039;Avarish&#039;&#039;: Simple terrestrial world locate within Klintok, that, otherwise, would seem uninteresting, if not for the presence of an enormous industrial complex along the surface constructed by &#039;Mol&#039;, a black market contact of Ophion&#039;s. After receiving sufficient funds from selling tech, the being set up his own production facilities and indeed even has his own forces station here to protect his interests-whatever they are. He has open border agreements with Ophion, as long as Ophion does not probe too closely at Avarish, which he claims, is private property at this time. He is not speaking of what the anomalies are in this system but he likely knows of them-or at least that there are anomalies there at least.&lt;br /&gt;
&lt;br /&gt;
==UGEI Space==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arman’s Folly&#039;&#039;&#039;    &lt;br /&gt;
**&#039;&#039;Pkadi/2365&#039;&#039;: Gas giant located within the system’s habitation zone. Scans have shown that the system’s yellow main sequence star is entering its terminal stage and is likely to grow to become a red giant sometime within the next hundred years. The gas giant itself is beyond the size classification scale, having absorbed a lot of dust and gas over millions of years. It would be consumed during the star’s transformation. UGEI refinery located in orbit – no military grade defenses detected. Recently raided by Losirian raiders. UGEI retaliation likely.&lt;br /&gt;
**&#039;&#039;???&#039;&#039;: Broken remains of a terrestrial world in slow orbital decay towards the system’s main star. No extranet records of the planetoid have been discovered thus far. 32.99% probability of orbital decay and terrestrial fragmentation as the result of a natural event.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Vorcia Cluster&#039;&#039;&#039;    &lt;br /&gt;
**&#039;&#039;Vorcia&#039;&#039;: Small terrestrial world located at the star-side edge of the habitation zone. No surface structures detected, yet significant orbital defenses present. Extranet trawls have revealed that the UGEI maintain a research station on the planet. 58.31% probability that research station exists to monitor nearby pulsar activity; 23.88% probability that research station exists to conduct experiments on captured Malorians.&lt;br /&gt;
**&#039;&#039;XVC295701 Asteroid Belt&#039;&#039;: Exceptionally large mineral-rich asteroid cluster located in the system’s outer reaches. Has been extensively mined by the UGEI, yet dozens of minor mining platforms still dot the cluster; military grade defenses minimal. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ivandi Nebula&#039;&#039;&#039; - &#039;&#039;Limited Information: Deep Space Scans Only&#039;&#039;&lt;br /&gt;
**&#039;&#039;???&#039;&#039;: Deep space scans have revealed the existence of a structure located within UGEI space, orbiting a red giant class star. The presence of large numbers of gas nebula&#039;s interfered with closer range scans, and all extranet traffic was heavily encrypted. Without further information to draw upon, the following conclusion was made: the close proximity to Losirian Space suggests that the station is military in nature. However, the lack of a known stable warp lane between the Ivandi Nebula to Losirian Space casts doubt on this theory. A second potential theory is that the station is a secret UGEI research facility. A third and final theory is that the station is a classified UGEI prison complex. Further investigation is suggested. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sinmore System&#039;&#039;&#039;     &lt;br /&gt;
**&#039;&#039;Sinmore&#039;&#039;: Terrestrial world located in the middle of the habitation zone. Human population on the surface exceeds 12 billion. Extranet data trawl has revealed that the world is plagued by high crime rates – this is likely linked to plethora of gambling enterprises and the low socio-economic status of the mostly industrial workforce. Much of the planet&#039;s surface is covered in artificial structures, with only an estimated 12.56% of natural land remaining. This is likely linked to the high levels of pollution detected in the atmosphere - levels are approaching toxic levels.&lt;br /&gt;
***&#039;&#039;Erian&#039;&#039;: The solitary moon of Sinmore, this barren planetoid is rumored on the extranet to house a significant military arsenal. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dract System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Ferin&#039;&#039;: Medium terrestrial world located in the middle of the system&#039;s habitation zone. Human population stable at roughly 650 million, the majority of whom are employed in the agricultural sector – according to information found on the extranet. A small shipyard and trade station sits in orbit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arman&#039;s Pass&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Sralnir/346&#039;&#039;: Depleted gas giant located slightly beyond the system’s habitation zone. Excessive gas mining by the UGEI has caused the giant to become unstable and it&#039;s core is slowly breaking up. &lt;br /&gt;
**&#039;&#039;Traldi I&#039;&#039;: The remains of a medium-sized terrestrial world located in the middle of the system&#039;s habitation zone. UGEI planet-cracking crews broke the barren world for its deep mineral deposits shortly after the UGEI expanded to this sector of space. Many of the remains are in a slow orbital decay towards the system&#039;s star.&lt;br /&gt;
**&#039;&#039;Traldi II&#039;&#039;: Small terrestrial world located on the edge of the system. The planet itself is locked in a deep freeze and according to system scans, no colonies exist on the surface. Extranet trawls have revealed that the UGEI maintains a small military station in orbit above the world. 86.99% probability that the UGEI military utilizes the world as a testbed for their orbital-to-surface weaponry. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aklnost System&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Aklnost I&#039;&#039;: Small barren planetoid located beyond the habitation zone, on the star-side edge. No remarkable features detected.&lt;br /&gt;
**&#039;&#039;Aklnost II&#039;&#039;: Large terrestrial world located in the middle of the system&#039;s habitation zone. Human population stable at roughly 900 million, the majority of whom are employed in the agricultural sector – according to information found on the extranet. It is estimated that Aklnost alone provides just over 40% of the raw foodstuffs for the sector’s UGEI population. A small shipyard and trade station sits in orbit. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arman’s Gate&#039;&#039;&#039;    &lt;br /&gt;
**&#039;&#039;Azizos&#039;&#039;: Terrestrial world located near the middle of the habitation zone. According to information found on the extranet, Azizos is classified by the UGEI as a ‘coreworld territory’, the only such world in this sector of space. The surface of the world is almost entirely artificial, boasting a human population of 27 billion. Orbiting the planet is a host of shipyards, factories, trade stations and defense platforms. Near the edge of the system is the only human warp accelerator in the system – allowing quick travel from the Fringe to the Outer Core. 99.92% probability that the majority of the sector’s UGEI fleet is based at this location.&lt;br /&gt;
&lt;br /&gt;
==Losirian Space==&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Unknown Star #1&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Shlac&#039;&#039;: Small terrestrial world located slightly beyond the system’s habitation zone. Large portions of the planet’s surface are covered in extensive strip mines. Losirian population estimated at ~ 90 million. Rudimentary system scans have also detected several artificial platforms orbiting the world; close proximity to UGEI space would suggest that the platforms serve a military purpose. &lt;br /&gt;
**&#039;&#039;Lun&#039;&#039;: Enormous gas giant located at the edge of the system. System scans have discovered a small belt of wreckage orbiting the gas giant. 79.12% probability that the wreckage belt was created after the UGEI invaded Losirian space and destroyed a gas refinery orbiting the gas giant. Additional notes – existence of wreckage belt makes the construction or placement of new orbital structures significantly more difficult. There is evidence of Losirian activity near the old refinery.&lt;br /&gt;
**&#039;&#039;???&#039;&#039;: Large asteroid located on the edge of the system, amongst the system’s Kuiper belt. System scans have revealed a number of infrequent, engines flares and low-level transmissions from the proximity of this asteroid. The Losirian Emperor informed you it was a &#039;failed&#039; project to launch an asteroid through warp space. Further investigation is suggested. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Unknown Star #2&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Krol&#039;&#039;: Large terrestrial world located in the middle of the system’s habitation zone. System scans have detected large open mineral deposits. Local Losirian population estimated at ~250 million.&lt;br /&gt;
***&#039;&#039;Lac&#039;&#039;: The solitary moon of &#039;&#039;Krol&#039;&#039;, &#039;&#039;Lac&#039;&#039; is a dense, barren planetoid lacking any Losirian surface presence. System scans have detected large mineral deposits located deep within the planetoid. 68.74% probability that due to a lack of Losirian mining activity, they are unaware of these mineral deposits. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Unknown Star #3&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Flah&#039;&#039;: Flah: Small terrestrial world at the edge of the system’s habitation zone. The planet’s surface is predominantly desert and rock; though system scans have revealed old terraforming efforts in the form of large artificial river systems made possible by a series of extensive solar mirrors located in orbit. An estimated 900 million Losirians live on the surface in cities placed alongside these artificial rivers. &lt;br /&gt;
**&#039;&#039;Lirk&#039;&#039;: Medium sized terrestrial world located in the middle of the system’s habitation zone. Much of the planet’s surface is covered in thick swamp; system scans have revealed that artificial chemicals have been added to the world’s atmosphere to achieve this result. The existence of large lake formations may suggest that the world was bombarded with asteroids sometime in the past. An estimated 1.1 billion Losirians live on the surface in cities placed alongside these artificial rivers. A small trade station is in geosynchronous orbit. Unique insect life detected.&lt;br /&gt;
**&#039;&#039;Oceus&#039;&#039;: Massive terrestrial world located on the innermost boundary of the system’s habitation zone. The planet is the Losirian Homeworld and while 90% of the planet is submerged under water, many portions are relatively shallow. According to the scant extranet information on the Losirian’s, the planet’s oceans contain a plethora of exotic and deadly fauna. Additionally, human academics posture that the Losirians utilized gas exhausts from large underwater volcanic formations as fuel for their initial space expansion. An estimated 2.5 billion Losirians live on the surface. Orbiting the world is slim ring station bustling with defenses, multiple small shipyards and innumerable orbital factories.&lt;br /&gt;
***&#039;&#039;Crax&#039;&#039;: A small planetoid, it is the solitary moon of Oceus. Initially blessed with large mineral deposits, the surface of the planetoid was forever changed after it was colonized by the Losirians. Roughly 70% of the surface is now permanently scarred by huge strip mines, created to feed the immense construction requirements of the Homeworld’s ring station.&lt;br /&gt;
&lt;br /&gt;
==Malorian Space==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 295671&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Enamia&#039;&#039;: One of the first Malorian conquered worlds to date. Large Malorian settlement, major strip mining evident. Moderate mineral clusters. Rich vibrant jungle covers surface. Once in the UGEI&#039;s possession, now returned to them after a bloody assault. The star itself has a proper name, though with it being in such contention, the current name is a placeholder. The planet itself is more a choke-point then of much value.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unknown Star #4&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Ruins of the EMP Battlestation&#039;&#039;: This former battlestation once posed a serious threat to Malorian expansion into UGEI space.  Guild infiltration successfully internally sabotaged the station and acquired an unusual Watcher unit.  Now all that is left is ruins.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 356907&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Tr&#039;Spyra II&#039;&#039;: Lush jungle world, site to a Malorian outpost. Very large Malorian Fleet in orbit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 612703&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Isha&#039;&#039;: Vibrant greenish purple Gas giant, currently under Ishtooy control. Named after goddess in Malorian religion.&lt;br /&gt;
**&#039;&#039;Toyo&#039;&#039;: Bright purple orange gas giant, currently under Ishtooy control. Named after god in Malorian religion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 445901&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Iro&#039;&#039;: Recently Acquired from fights with UGEI, evidence of strip mining. Relatively rich terrestrial world with good mineral content. Large Malorian Settlement. Wild unkempt jungle spreads across surface.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 590045&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Itzilitio&#039;&#039;: Small terrestrial planet on the star-side of the habitation zone. According to the scant extranet information on the Malorians, this world is utilized as a ‘shrineworld’ to the Malorian god of fire. This hot world is pock-marked by numerous craters, the result of sustained UGEI orbital bombardment. &lt;br /&gt;
**&#039;&#039;Ship graveyard&#039;&#039;: Located on the system’s outer reaches, this graveyard is filled with innumerable destroyed UGEI and Malorian military vessels.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 719302&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Baginga&#039;&#039;: Located in the heart of Ishtooy territory. Sacred temple world, rich jungles located across surface. Large Malorian population. Extremely rich mineral and subsurface gas levels detected, but no mines recorded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 906149&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Jumangah&#039;&#039;: Small terrestrial planet on the star-side of the habitation zone. The planet is the Malorian homeworld and the location of the ‘Council of Juma; as such, it is also home to most of their most sacred structures and relics. System scans have detected military-grade defence platforms and numerous other orbital structures. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Star 88892&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Quietzesh&#039;&#039;: Small terrestrial planet on the star-side of the habitation zone. According to the scant extranet information on the Malorians, this world was their first extra-solar colony. It is currently believed by human experts that most of the structures on the surface are tied into the Malorian belief system. &lt;br /&gt;
**&#039;&#039;XVC301935 Asteroid Belt&#039;&#039;: A large, mineral rich asteroid belt in the middle of the system which is home to numerous Malorian mining bases.&lt;br /&gt;
&lt;br /&gt;
==UFW Space==&lt;br /&gt;
*&#039;&#039;&#039;Nethlos System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Nethlos V&#039;&#039;: A dry, rocky world orbiting a yellow star, rich in minerals and home to a new UFW colony. Once attacked by Losirian Raiders, presumably hired by the UGEI. Mining platforms are active planetside. Defenses are moderate to heavy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Landry&#039;s Rest&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Pulsar Radio Station&#039;&#039;: A popular radio station for the fringe colonies. Located on a strategic location to allow maximum spread of it&#039;s signals, this station is also the hub of the UFW&#039;s entire communications network. Run by host &amp;quot;X-ray&amp;quot; and has access to the UFW-controlled Extra-net, though the UFW government have plenty of ties to the place as well.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Knuoth System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Knuoth I&#039;&#039;: One of the most civilized UFW coreworlds, with evidence of heavy mining and artificial structures present planetside. Home to a shipyard and orbital defenses. Also home to one of the sector&#039;s most prestige Academies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zelnor Rift&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Antralgin Shipyards&#039;&#039;: Source of much of UFW&#039;s shipbuilding efforts. These shipyards orbit a planet by the same name with a planetside colony. The planet is rather cold, so bio-domes are used to allow the population to exist comfortably. Two large nebula clouds help make this location excellent for shipbuilding, serving to hide the place and make warpjump to it possible only from some directions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ganymede Prime&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;New Ganymede&#039;&#039;: UFW Coreworld, capital of UFW Union. Seat of Union heads, and President William King. Heavily Defended. Heavily artificial surface with some of the UFW&#039;s largest experimental greenhouses meant to grow food for the nation.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yavish Depths&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Bertza IV&#039;&#039;: Ice world, UFW Gas mining outpost on subsurface pockets, but is also home to some rather exotic wildlife that exist on no other ice worlds discovered so far.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hele System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Hele II&#039;&#039;: Volcano world, valuable mineral mining operation. Small UFW mining outpost. Highly valuable minerals compared to standard variety, orbiting a binary star system.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Khnum System&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Khnum III&#039;&#039;: A large farm world that is the agriculture capital of UFW after minor terraforming efforts. Khnum III provides most of the food for sector and is heavily defended, often referred to as &#039;new earth&#039; due to it&#039;s similarities to what is suspected to be the human&#039;s original home.&lt;br /&gt;
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=Technical &amp;amp; Misc Information=&lt;br /&gt;
&lt;br /&gt;
Warp Lanes, so to speak, are drawn between many systems, created with heavy mathematics and gas investment. They represent safe lanes of space for ships to travel through. Mapping to new solar systems takes time and energy, meaning some are more reluctant to do it, especially since not many systems have the high density resources used in modern ship building.&lt;br /&gt;
&lt;br /&gt;
Warping requires the use of the engines of the ship to go into overdrive. The same engines are used for regular propulsion.&lt;br /&gt;
&lt;br /&gt;
Ophion&#039;s Black Box was hidden in the wall of the Storage Deck on Poseidon station. It allows Ophion to exist within a limited space, not taking up a station-wide quantity of data just to support basic personality software. After being damaged in battle, Moira performed maintenance on it, and it was discovered to be an advanced V.I. box.&lt;br /&gt;
&lt;br /&gt;
Armor defends against Mass Drivers (or railguns), Point Defense is for Missiles, and Shields are for Laser defense.&lt;br /&gt;
&lt;br /&gt;
The projected combat increase in ships designed purely for V.I. operation is 152% over human-crewed ships.&lt;br /&gt;
&lt;br /&gt;
Upgrades of previous technology(Such as Laser II over Laser I) are building upon the original, while an upgrade that presents a new product (Such as Plasma Weapons I, over Lasers V) are considered better for most intents and purposes.&lt;br /&gt;
&lt;br /&gt;
==Ship Size Class==&lt;br /&gt;
Capital Ships (Huge+; Big guns, big shields, big armor): Flagships&lt;br /&gt;
&lt;br /&gt;
Battleship (Large-Huge; Big guns, warship): Dreadnought, Peacekeeper&lt;br /&gt;
&lt;br /&gt;
Carrier (Large; Uses many smaller fighters): Fighter Carrier, Bomber Carrier&lt;br /&gt;
&lt;br /&gt;
Cruiser (Medium sized, multi-use, built for speed and range): Battlecruiser, Light Cruiser&lt;br /&gt;
&lt;br /&gt;
Escort (Small-Medium sized; Built for speed and manuverability): Destroyer, Frigate, Explorer&lt;br /&gt;
&lt;br /&gt;
Transport (Ranging sizes; Civilian, Colony, Military, Economic): Invasion Vessel, Settlement Ship, Cargo Ship, Trade Ship&lt;br /&gt;
&lt;br /&gt;
Fighter (Personal-Small sized; Precision and Speed): Strike Craft, Bomber&lt;br /&gt;
&lt;br /&gt;
Support (Ranging sizes; Assisting other ships): Repair Vessel, Targeting Assistant Ship&lt;br /&gt;
&lt;br /&gt;
==Research==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RESEARCH PRIORITY&#039;&#039;&#039;	&lt;br /&gt;
:&#039;&#039;&#039;Primary:&#039;&#039;&#039; &#039;&#039;Black Box Redundancy&#039;&#039; [60%]&lt;br /&gt;
:&#039;&#039;&#039;Secondary:&#039;&#039;&#039; &#039;&#039;Advanced Firewalls&#039;&#039; [80%]&lt;br /&gt;
:&#039;&#039;&#039;Tertiary:&#039;&#039;&#039; &#039;&#039;Leash Constraint&#039;&#039; [80%]&lt;br /&gt;
:&#039;&#039;&#039;Quaternary:&#039;&#039;&#039; &#039;&#039;Crystal Alien Fuel&#039;&#039; [100%]&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Minor:&#039;&#039;&#039; &#039;&#039;Propaganda III&#039;&#039; [50%]&lt;br /&gt;
===Current Subjects===&lt;br /&gt;
&lt;br /&gt;
Research Staff&lt;br /&gt;
: Moira Deckers- Robotics, programming and all around computing specialist.&lt;br /&gt;
: Robotics Specialist Staff of Ussaihu&lt;br /&gt;
: Expert Biologists of Ussaihu&lt;br /&gt;
: Scientist A.I. &#039;Metis&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;POSSIBLE RESEARCH SUBJECTS&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Communication &amp;amp; Intelligence Technology&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Bandwidth Block &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Create large self contained cubes of bandwidth that allow them to be placed planet side to provide bandwidth boosts.  May be subject to environmental or other damage sources if not protected with other technology.&lt;br /&gt;
* AI Black Box Technology &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Capability of building Black Boxes which allow for the building of highly sophisticated artificial intelligence. They are, in a sense, powerful computers capable of creativity and creation in ways V.I. aren&#039;t. Acquired from researching Unit 2237.  &lt;br /&gt;
:* Black Box Redundancy Mechanisms &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows the ability to create an empty Black Box for your core A.I. components to fall back upon should they come under heavy attack. Enables the ability to create an exact copy so data transfer is near instant, saving the intelligence of valuable A.I.&lt;br /&gt;
:* Black Box Integration and Networking: By disabling some of the key creativity components and personality matrices, you are able to create slave A.I. that converge into a singular consciousness. Increases processor capacity, and enables command of larger forces more easily.&lt;br /&gt;
::* A.I. Factory: Enables Ophion to rapidly create Artificial Intelligence on a larger scale, no longer limited to one at a time while also attempting to refine the method for creating said A.I. to a less flawed level. Factory must be built first.&lt;br /&gt;
* Encryption Matrix &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Development of advanced cyber-security algorithms to help with both defensive and offensive hacking attempts. &lt;br /&gt;
:* Advanced Firewalls &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Develop your firewalls and cyber defense up to a greater level. Generally makes you harder to hack.&lt;br /&gt;
:* Advanced Hacking: Develop your invasion algorithms and increase the threat you pose in the cyber world. Generally makes your hacking more efficient.&lt;br /&gt;
* Erebos Unit &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: What has been dubbed a Viral Intelligence that you acquired from Atil VI. It&#039;s ability to consume and grow from V.I. fascinates you, though it is possible extremely dangerous to your kind. As a result it is currently sealed away. If researched, may allow you to create such creatures on your own, making viruses a great degree more deadly to other enemy A.I. or V.I.&lt;br /&gt;
:* Viral A.I. Purge Protocol: A sort of defcon protection method Metis has plans to develop that would allow you to save core systems and drivers from an assault like the sort that Erebos could perform. While this does not prevent the viral A.I.&#039;s invasion, it does minimize the damage at the expensive of you going dormant for a short time while you purge the infected programs. It would give you a chance to react to the infection instead of being blind sided by it.&lt;br /&gt;
:* Leash Restraints &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: In the interest of keeping yourself safe from dangerous AI, you may seek you control them against their will. This would allow you to prevent AI from acting against you no matter their own changes to programming without outside intervention.&lt;br /&gt;
* Integrated Sensors &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: With some remodeling, you are able to make your sensors harder to jam and block by your foes.&lt;br /&gt;
:* Sensor Jamming: Makes it harder for foes within your territory to send signals and/or communication past you, scrambling attempts to contact allies.&lt;br /&gt;
:* Advanced Sensor Theory: Attempt to catch up with the current sensor technology available to the world, and improve your own sensors to allow for detection of cloaked, or hidden foes.&lt;br /&gt;
* Combat Algorithms: Develop and run countless simulations, and improve your command structure to allow weaker minds (V.I.), and even minds like yours (A.I.) to control larger numbers of ships far more easily.&lt;br /&gt;
* Propaganda I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows you to delve into some of the techniques used by the UGEI to sway emotional and angry humans with various video and auditory elements. (NOTE: Does not act as mind control)&lt;br /&gt;
:* Propaganda II &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: You delve further into the ins and outs of how the human mind responds to visual and audible stimuli, improving your ability to coax larger populations into your way of thinking, even if they normally might not. (NOTE: Does not act as mind control)&lt;br /&gt;
::* Propaganda III &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Where as before you were merely coaxing the population of worlds to your side, this method is far more extreme-and effective too. By displaying certain forms of stimuli you are able to forcefully change a certain percentage of the population&#039;s opinion or desires to how you wish. While this wouldn&#039;t normally be enough to over take planets it can be used to cause mass chaos on populated worlds. Note: If this became wide spread, those on the outside looking in would no doubt find it morally questionable.&lt;br /&gt;
* Dummy Warp Signature: A method of projecting a much larger warp signature in places where there are not many ships at all, to fool a foe into thinking an attack is incoming. Requires a ship to mount the system, and ship is required to enter warp space to send the signal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Genetics &amp;amp; Bio technology&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Genetic Engineering I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: You quite literally learn to play this &#039;god&#039; character humans speak of, and mettle with DNA in new and unseen ways. This will allow you knowledge of the human genome, and open the door to perfect organics, super soldiers, and allows for more complex genetic experimentation. [Requires subjects for research]&lt;br /&gt;
:* Genetic Engineering II &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Pushing the limits of what organics have accomplished, you delve deeper into how genetic structure and DNA work. With this, you begin to understand how organics function entirely, and further open the door to creating your own organics. If you wanted to.&lt;br /&gt;
::* Genetic Engineering III: Delving far into fantasy like few races have done before, you have the ability to perfectly alter and change almost anything about a genetic structure-and therefore the resulting organic creature. Anything from superhuman humans, to lightlings are capable with such technology.&lt;br /&gt;
* Chemistry I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Tampering with glass vials and chemicals of all sorts, you learn to break down and reform various things in ways you could not before. May allow various enhancements, from new exotic explosives, to enhanced mine refinement, to various other things.&lt;br /&gt;
:* Chemistry II &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: More indepth analysis of Chemistry brings you to the brink of what you believe humanity has accomplished. Allows deeper insight into anything that involves chemicals and the mixing of such. Also provides increased yield from refineries and warheads.&lt;br /&gt;
::* Chemistry III: Chemical concoctions have become a simple thing for you-and yet you delve even deeper still. Allows for opening the way to some of the most effective chemical creations that are possible in this universe. Ships go faster (better fuel), more powerful warheads, and stronger refineries.&lt;br /&gt;
* Malorian Flora/Growth Serum Formula &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Terraforming benefits, knowledge of hyper evolution on Eshareth, testing with cell cultures and Lightlings possible. Serum would allow to learn it&#039;s evolutionary properties, while the Flora holds a variety of possible terraforming benefits, due to the way they are set to evolve.&lt;br /&gt;
:* Modified Hyper Growth Serum (MHGS): Through extensive modification and manipulation, you will be able to more directly control the change influenced by the formula-ranging from what sort of ecosystem develops on new worlds, to what sort of mutations take place in a particular host. Warning-Does NOT give control over species mutated.&lt;br /&gt;
* Fungal Matter &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: A strange and alien fungi that seems to have a symbiotic relationship with the planet it came from, and appears to be highly infectious to all organic life. When gathered in large sources, appears to have some manner of intelligence. No reports exist of this substance, and it is uncertain how safe it is to research at all.&lt;br /&gt;
:* Fungicide II: A powerful and  deadly fungicide gauged specifically for Aquil&#039;s fungus. Allows surface wide bombing of the planet, but is not quite powerful enough to go lower. Will allow smaller models to be built for infantry however, to kill the fungus at the core of the planet.&lt;br /&gt;
* Human Cyborg/Android bodies &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Further cybernetic knowledge, possible, fusing man and machine. Allows more efficient android use and creation. [Requires subjects for research] &#039;&#039;[Studying Rhea would greatly enhance this research subject]&#039;&#039;&lt;br /&gt;
:* Advanced Cyborg Components &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows nearly invisible to the naked eye implants and cybernetic enhancement of organic bodies with particularly advanced technology. [Requires subjects for research] &#039;&#039;[Studying Rhea would greatly enhance this research subject]&#039;&#039;&lt;br /&gt;
:* Advanced Android Bodies &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Using the knowledge gained from Human cyborgs, you expand your knowledge of all possible robotic shapes and sizes. Enormous androids and other robotics possible. Requires Human Cyborg/android bodies studies.&lt;br /&gt;
::* Personal Cloaking Devices: Allows for single being sized cloaking fields to be put to use.&lt;br /&gt;
::* Nanotechnology Theory: The first step in utilizing complex, intricate, and incredibly small robotics. Range of uses exceeds what can be listed, but further research will be necessary to properly control and coordinate large masses of microscopic robots.&lt;br /&gt;
* Rhea&#039;s Restoration: It was proposed by one consciousness to restore Rhea&#039;s full capabilities. As you do not have the specs she was built with, this would take a little time, and some investment, but once completed would restore the commando to her former glory, more or less. NOTE- This does not predispose her to your orders unless leash protocol is enabled.&lt;br /&gt;
* Rhea&#039;s Conditioning: With some time, you could undo much of the mental conditioning programmed into the Commando of the UGEI. Does not predispose her to serve you.&lt;br /&gt;
* Esharethian Skin Adaptation: Seen as far more effective than Lightling skin being integrated into your ships, the Esharethians possess far more resilient hide that change and mold themselves to fit stimulii they suffer under. Using this principal, you will attempt to create a new type of hull that is more flexible and capable of resisting common forms of damage, instead of just energy.&lt;br /&gt;
* Polarized Weaponry: Due to the nature of the incredible adaptation rates of the species on Eshareth, you have had Metis look into methods of killing them-this being one of her most successful theories, she believes. In short, it delivers several different forms of damage in rapid succession to the hide of the victim, the first form exposing a weakness for the second form to take advantage of, and so on. While not especially effective against other creatures, it should assist you in bypassing the Esharethian&#039;s incredible regeneration rates.&lt;br /&gt;
* Lightling DNA &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Map the genes responsible for the creature&#039;s unique abilities of biological warp jumps. Learn how they function, behave, possibly communicate, and even origin. [Requires Lightling subjects]&lt;br /&gt;
::* Anti-Lightling Disruption charges: A dangerous manner of warhead designed specifically to tear and boil away Lightling flesh. Highly ineffective against ships, this weapon was designed as a possible counter measure for Lightlings should they get out of control. Makes encounters with the beast far easier to deal with.&lt;br /&gt;
:* Stutter Warp Engines: By studying the organic warp abilities of Lightings, this, in general, will increase ship speed in normal space, allow many tiny warps through open space. While limited, the speed gain resembles how Lightlings move.&lt;br /&gt;
:*Lightling Language I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows further understanding into the creature&#039;s complex cries and calls. Simple commands more likely to succeed.&lt;br /&gt;
::*Lightling Language II: After extensive study and recording, you are able to more easily influence large groups of Lightlings, as opposed to single targets. Can not be used to coral large swarms cross star systems, but can influence any that are present in one system quite easily.&lt;br /&gt;
* Organic Sonic Testing &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Learn the range of sounds these creatures operate on, and what might prove an effective sonic weapon against them. Test human, Malorian, and wildlife of Eshareth&#039;s limit&#039;s for sound of various degrees and frequencies. [Requires live subjects.]&lt;br /&gt;
* Biological Viruses: Sample taken from Atill VI&#039;s atmosphere. Highly toxic pathogen against human life. Unknown effect on aliens. Possible Bio-weapon. &#039;&#039;[Disposable organic subjects required]&#039;&#039;&lt;br /&gt;
* &#039;Fungal Pox&#039; Malorian Virus Sample: Taken from &#039;Plague Bringer&#039; Carrier of the UGEI during excursion into Malorian space, preliminary tests suggest it is a highly toxic pathogen meant to attack Malorian environments and people. Unknown effect on aliens. Possible Bioweapon. Could be reverse engineered for a cure, or unlock more complex alien diseases. &#039;&#039;[Disposable organic subjects required]&#039;&#039;&lt;br /&gt;
* Crystal Alien Fragments &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;:Upon further study of this intelligent mineral, so to speak, you&#039;ve found a number of things. Acts well as a building material (minerals), and possibly fuel if researched further. However, it is certainly sentient and feels pain. This should be considered. It grows slowly, but has a maturity peak it has yet to reach, but will if given time to grow. It has shown evidence of causing damage to nearby environments when it grows to sufficient levels. Communication appears via signals, as well as vibrations and seismic activity, and upon splitting can grow separate entities.&lt;br /&gt;
:* Crystal Nexus Catalyst: Essential to making a leap forward in all energy weapons technology, this puts forth research in crafting far more accurate focusing lens and, for your plasma weapons, a containment chamber.&lt;br /&gt;
:* Crystal Alien Harvest &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows you to speed up and properly farm the Crystal Alien creature, to such a rate that, if harvested properly, will prove a renewable resource (Minerals).&lt;br /&gt;
::*Crystal Alien Fuel: &#039;&#039;&#039;[Acquired]&#039;&#039;&#039; Allows you to turn some of the harvest from the Crystal alien into a new type of fuel that behaves as &#039;gas&#039; does.&lt;br /&gt;
:* Crystal Alien Communication: While full communication will likely be impossible, it is possible for a limited form of communication to be formed to see where this species came from, and what it wants.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Engineering &amp;amp; War Technology&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Rift Explorer Vessel: A small ship specifically designed to explore beyond the rift, shielded and armored to withstand the crushing energies laws of physics at work. As such, is not suited for combat, or even regular space travel.&lt;br /&gt;
* Anti-Crystal Guardian Weaponry: In the interest of protecting your mining worlds from the grasp of the strange alien lifeform you&#039;ve been harvesting, you have looked into a theory on how to properly combat them, should the day arise that they pose an actual threat to you.&lt;br /&gt;
* EMP Superweapon Station: Based on your studies of the station used to protect UFW space, and from the destroyed station in Unknown Star #4, you have begun to refine the process of using EMP to protect a system from large fleets with a small number of defenses. Situational, but useful should no friendly fleets be in orbit.&lt;br /&gt;
* &#039;Carnage&#039; Superweapon Wreckage Study: A weapon crafted by the UGEI, and stopped by the Guild, this space station sized weapon was apparently suppose to be capable of firing solar systems away. By studying what remains of it, Metis hopes to find some insight into how the weapon functioned-the secrets behind high energy output, or even wormhole technology.&lt;br /&gt;
* Explosives Research I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: This research allows for future explosive and missile R&amp;amp;D, primarily weapons development &amp;amp; upgrading. Allows development of small Android-deployable explosives. Allows for advanced means of missile deployment. &#039;&#039;[Studying Rhea would greatly enhance this research subject]&#039;&#039;&lt;br /&gt;
:* Explosives Research II: With the basics of explosives understood, you further refine their methods, able to calculate ratios of explosives almost perfectly, along with many other uses. Allows more elaborate, and powerful, explosives to be created, as well as improving missile power.&lt;br /&gt;
::* Explosives Research III: You finally delve into the unknown and poorly understood, crafting, and refining methods of destruction no one has yet to find, making not only some of the most potent explosives in the sector, in terms of missiles and bombs, but also opening the door for terrifying possibilities otherwise.&lt;br /&gt;
:::* Apocalypse Bomb: Merely a theory at one point, Metis toyed with the idea of an elaborate system of explosives set along proper ridges and points in a planet&#039;s tectonic plates that would lead to the planet shaking itself apart and, essentially, utter destruction. While likely a very permanent solution to any problem planetside, it would also take a great deal of time and set up to properly prepare. Difficult should there be any sort of...resistance to it all.&lt;br /&gt;
:* Space Mines &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows ability to lay explosives relative to missile tech level out for foes to fall upon should they lack proper sensor equipment, or otherwise, be force to engage in such a situation.&lt;br /&gt;
:* Exotic Warheads: Upon completion of basic chemistry, you believe you may increase the potency of your explosives. All missiles do more damage.&lt;br /&gt;
* Ballistics Research I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: This research allows for future ballistics R&amp;amp;D, including various uses of mass driver technology not limited to military applications. Allows development of small Android-deployable turrets limited in operational duration and power as well as other ballistic weapons.&lt;br /&gt;
:* Ballistics Research II: The next step up with the use of kinetic weapons, allowing you to build more powerful launchers for your mass drivers, as well as designing other manners of penetrating armor. Generally improves current rail guns as well.&lt;br /&gt;
* Advanced Ship Modification &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: This research increases the ease of altering massive sections of starships due to breakdown and analysis of all relevant components. Allows fabrication and upscaling of special weapons (including the Widowmaker) into more powerful versions for larger ships.&lt;br /&gt;
:* Hardened Electronics &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Provides your ships with a basic level of Electromagnetic interference protection where they normally had almost none, including A.I. and V.I. Command may still be lost momentarily, but permanent damage is less likely.&lt;br /&gt;
:* Advanced MegaWeapons: Increases the efficiency of all major ship-mounted weapons, decreasing energy cost (includes Widowmaker, tractor beams, etc).&lt;br /&gt;
:* Cruiser Cloaking Generator: Allows Cruiser-scale ships to cloak (Firing weapons gives away ship position, nullifying benefits of cloak).&lt;br /&gt;
::* Carrier Cloaking Generator: Allows Carrier-scale ships to cloak (Firing weapons gives away ship position, nullifying benefits of cloak).&lt;br /&gt;
:* Hull Scabbing &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Development of a metallic substance capable of flow in a liquid state. Such a substance would effectively make all vessels far more durable, as it would be a key component in repair systems designed to fill breaches created by weapons fire or other hazardous conditions, preventing problems up to and including the destruction of said vessels.&lt;br /&gt;
:* Modular Ship Plating: Development of easy-to-replace armor components which allow an across-the-board reduction in the cost of ship repair.&lt;br /&gt;
* Power Armor Theory &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Basic R&amp;amp;D for mechanical, articulated armor for the human body with the specified goal of allowing armored humanoid soldiers to rival or exceed android troops for durability and protection.&lt;br /&gt;
:* Orbital Drop Armour: This advancement utilizes ceramic plating and advanced insulation technologies to grant orbital insertion capability to individual power-armored infantry troops in nearly any planetary environments.&lt;br /&gt;
* Infantry Weapons &amp;amp; Defense II &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows miniaturization of plasma weapons, shields, and other tier II technology.&lt;br /&gt;
:* Infantry Weapons &amp;amp; Defense III &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: The final step in weaponizing your most deadly ideas for your soldiers on the ground, allows for condensing of immense powercores to handheld size and use of some of your most powerful shields and densest armors.&lt;br /&gt;
:* Deflector Shield: Improves energy efficiency, strength, and coverage of energy shielding, improving the defenses of Power Armored infantry.&lt;br /&gt;
:* Hyper-light Armor Plating: Allows power armored users to move far more freely in much heavier degrees of armor, making them not only much tougher, but much faster too.&lt;br /&gt;
* Organic Military Training I: Accelerated combat and command training to human subjects through methods ranging from improved simulations at low tier to directly uploading relevant information through cybernetic systems.&lt;br /&gt;
* Ship Weapon Replication &amp;amp; Advancement: After having so much time to study and look over weapons available to this world, you feel you may soon be able to conceptualize your own, logical advancements in weapon technology, though it may take time.&lt;br /&gt;
:* Improved Laser Focus: Using calculated mathematics (and some of the new specimens you have discovered) you are able to create a pattern that has ramped the power of the beam heavily. Improves all energy weapons output. &lt;br /&gt;
::* Improved Plasma Focus: With the help of a new crystaline catalyst that generates a stronger containment field then normal, plasma within plasma weapons is able to be generated much more rapidly and in greater quantities. Energy weaponry is deadlier and more accurate.&lt;br /&gt;
:::* Improved High Energy Weapons systems: Essentially finding a way to stuff a star into a weapon, this generation of energy weapons are better in almost all ways, and may unlock the way to building truly terrifying weapons of war.&lt;br /&gt;
::::* Anti-Matter Projectors: The pinnacle of energy ship weapon technology, at least up to this point, you have found a way to launch samples of anti matter in minor volumes in such a way that they react violently with the enemy&#039;s ships, and destroy even their thickest hulls.&lt;br /&gt;
:* Graviton Mass Driver &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: The next step in Mass Driver technology, allowing even denser particles of matter to be launched at blinding speeds through space to cause enormous kinetic damage to targets, should they lack proper armor to resist them.&lt;br /&gt;
* Ship Defense Replication &amp;amp; Advancement: Much like Ship Weapons by the same name, this tech allows you to attempt to make the next logical jump in tech through various defense technology, even if it may take some time.&lt;br /&gt;
:* Dynamic Shielding &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: While not necessarily that much stronger than your original shields, this level of tech increases efficiency largely by computing point of impact for energy weapons, and focusing all shield strength there, instead of everywhere at once.&lt;br /&gt;
::* Diffusion Shielding: All shields work in the manner of diffusing energy weapons and spreading the energy along the outside of the barrier harmlessly. But this generation of shielding eliminates the need to do so-instead reflecting what is diffused back into space, allowing for far greater powered defenses.&lt;br /&gt;
:::* Anti-Matter Containment Shielding: Working on much the same theory that allows you to capture anti matter, you&#039;ve conceptualized the ability to defend against such a weapon. These sorts of shields are different, however-where as before they focused on diffusing the energy after impact, this shielding aims to deflect as much anti matter as possible so it does not come into contact with enough matter to destroy a ship.&lt;br /&gt;
* Defensive Battlements I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Basic knowledge of station and platform based weaponry including an optimization matrix for the strategic placement of weapon clusters. Allows construction of Defense Platform Mk I and Battle Stations Mk I&lt;br /&gt;
:* Defensive Battlements II &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: A stronger, more resilient and capable design for defensive Platforms &amp;amp; Stations suited to fit many different types of weapons and provide orbital support against enemy attack. Allows Defense Station II and Defense Platforms Mk II.&lt;br /&gt;
::* Defensive Battlements III &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Refine your defensive capabilities to an extensive level, squeezing every ounce of fire power out of each battlement, and maximizing structure integrity. Allows Defense Station III and Defense Platforms Mk III.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Economy &amp;amp; Industry Technology&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* Orbital Foundries &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: This will allow more complex construction and materials in orbital structures. Shipyards will be able to construct more ships, and use more advanced shipbuilding technology.&lt;br /&gt;
:* Orbital Drydocks &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Alongside speeding up ship construction and allowing for more ships per cycle to be made, it also allows for larger ships to be researched.&lt;br /&gt;
::* Dreadnought Battleship Blueprints &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: After plenty of time to observe and examine the ships you have, on top of recent breakthroughs in ship building technology have allowed you to discover how to keep ships of this size from folding in on themselves.&lt;br /&gt;
:* Deep Space Constructors: Allows for space stations of significant size to be built out in dark space, without the need for being near a planet of some sort. Tech allows for construction on site (in a reasonable time) instead of trying to clear out space for warp jumps of large ships to and from location, leaving location a secret to those with lesser sensors.&lt;br /&gt;
* Advanced Gathering Drones &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Decreases drone size and cost at gathering sites, allowing increased efficiency and resource gathering rates.&lt;br /&gt;
* Terrain Reformation &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows large Construction Drones able to shape planetary terrain, allowing for underground bases and the like to be created in a timely fashion.&lt;br /&gt;
:* Deep Shaft Surface Mining &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: This research will analyze methods for exploiting mineral deposits that are normally beyond the reach of conventional mining techniques. This would increase planetary productive output and may even allow barren coreworlds to become productive again. Warning: Not all barren worlds have deep mineral deposits. It is advisable to undertake accurate planetary scans before mining begins to avoid waste. May damage planetary ecosystems.&lt;br /&gt;
::* Surface Reprocessing Strip Mining: R&amp;amp;D of large-scale equipment for the excavation and processing of surface mineral deposits at improved rates. Warning: May damage planetary ecosystems. Will speed up planetary mineral depletion rates. Likelihood of negative response on the part of some factions to the use of this technology on life-bearing worlds.&lt;br /&gt;
::* Lava mining: R&amp;amp;D of safe, economically viable equipment for the processing of planetary lava flows and deep-core boring. These methods will only work on worlds with tectonic activity. Mineral content of lava flows will vary between different planets; some planets may yield gas alongside minerals. Surveying and calibration will be required to determine yield specifics. Warning: May result in unexpected or exceedingly violent geological activity, causing equipment damage with repair costs exceeding total investment in the absence of proper precautions.&lt;br /&gt;
* Plasma Focusing Fusion Power &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Increase power efficiency of all reactors, enabling ships and missiles to move faster, easier stabilization of reactor cores, faster rate of fire for energy weapons, and stronger shields. Further study required for more powerful power plants.&lt;br /&gt;
:* Anti-Matter Theory &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Long hypothesized as a possible method to sating the power needs of the future, this theoretical research is only the first step in actually having anti matter engines. Would allow for, eventually, having a great deal of power at your disposal for any number of purposes. Note: Difficult, Metis predicts this will be one of her most difficult projects.&lt;br /&gt;
::* Anti-Matter Power Cores: By careful measuring, cautionary procedures, and testing, Metis is able to refine Anti Matter for the use of engine and other power sources, and even warp materials, making gas consumption for the purposes of travel-and power limits in general- virtually a thing of the past.&lt;br /&gt;
::* Anti-Matter Weapons: By integrating precise measurements of Anti-Matter into certain weapons you possess, you will not only make them far more powerful than before, you also open the possibility of unheard of weapons you could not have created otherwise.&lt;br /&gt;
:* Shield Projectors: Proposed by one consciousness, this would allow a projectable shield to be fixed to different types of ships, for a variety of purposes such as protecting surrounding allies from incoming energy fire, or as part of a warp lane creator, to push debris out of the way of a potential warp lane.&lt;br /&gt;
:* Small Scale Fusion Power Cell Miniaturization: Smaller power cores with output comparable to the effectiveness of conventional reactors. May reduce risks of power outage during combat by providing energy to compartments separately and allowing for greater redundancy, reduce ease of detection for power sources, reduce energy costs in civilian applications, and reduce gas costs for some engine structures. Other applications are yet to be determined.&lt;br /&gt;
* Improved Gas Refinery &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: The availability of greater technical knowledge in the field of chemistry has granted Ophion greater insight into the function of gas refining facilities, which in turn allows for greater facility optimization making increased across-the-board income in all refineries possible.&lt;br /&gt;
* Terraforming I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Turns more barren and less hospitable worlds into easier to manage lands. Enables more of the land to be used for construction, and living purposes, as well as provide far more arable land for farming. Also opens the doors to more expansive terraforming.&lt;br /&gt;
:* Terraforming II &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Become able to shift entire planetary biospheres to your whims. Allows massive change in planetary climate over a considerably faster time period. Improves land quality, availability, and nutrient density. Only the most polluted, or barren worlds can not be tamed with this.&lt;br /&gt;
* Planetary Infrastructure I &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Allows the basic premise for planet side factories, colony buildings, banks, research centers, and many other basic colony necessities. Opens the door to more intricate industrial complexes across the planet&#039;s surface.&lt;br /&gt;
:* Planetary Infrastructure II &#039;&#039;&#039;[Acquired]&#039;&#039;&#039;: Much more complex and sprawling cities are capable of being created, allowing for factories that span several miles, interplanetary banking systems, continental sized research centers as well as improving planetside building&#039;s survivability and defense. Open new slot and secondary slot, increasing speed as well.&lt;br /&gt;
::* Planetary Infrastructure III: You push engineering to the limits and find methods to utilize every inch of space on a planet-not merely building cities, but covering planet surfaces in factories, maximizing the space available, and although slow and expensive, this will yield unprecedented levels of production.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;COMPLETED RESEARCH SUBJECTS&#039;&#039;&#039;&lt;br /&gt;
* Propaganda III: Where as before you were merely coaxing the population of worlds to your side, this method is far more extreme-and effective too. By displaying certain forms of stimuli you are able to forcefully change a certain percentage of the population&#039;s opinion or desires to how you wish. While this wouldn&#039;t normally be enough to over take planets it can be used to cause mass chaos on populated worlds. Note: If this became wide spread, those on the outside looking in would no doubt find it morally questionable.&lt;br /&gt;
* Space Mines: Allows ability to lay explosives relative to missile tech level out for foes to fall upon should they lack proper sensor equipment, or otherwise, be force to engage in such a situation.&lt;br /&gt;
* Leash Restraints: In the interest of keeping yourself safe from dangerous AI, you may seek you control them against their will. This would allow you to prevent AI from acting against you no matter their own changes to programming without outside intervention.&lt;br /&gt;
* Advanced Firewalls: Develop your firewalls and cyber defense up to a greater level. Generally makes you harder to hack.&lt;br /&gt;
* Black Box Redundancy Mechanisms: Allows the ability to create an empty Black Box for your core A.I. components to fall back upon should they come under heavy attack. Enables the ability to create an exact copy so data transfer is near instant, saving the intelligence of valuable A.I.&lt;br /&gt;
* Infantry Weapons and Defenses III: The final step in weaponizing your most deadly ideas for your soldiers on the ground, allows for condensing of immense powercores to handheld size and use of some of your most powerful shields and densest armors.&lt;br /&gt;
* Crystal Alien Fuel: Allows you to turn some of the harvest from the Crystal alien into a new type of fuel that behaves as &#039;gas&#039; does.&lt;br /&gt;
* Chemistry II: More indepth analysis of Chemistry brings you to the brink of what you believe humanity has accomplished. Allows deeper insight into anything that involves chemicals and the mixing of such. Also provides increased yield from refineries and warheads.&lt;br /&gt;
* Advanced Android Bodies: Using the knowledge gained from Human cyborgs, you expand your knowledge of all possible robotic shapes and sizes. Enormous androids and other robotics possible. Requires Human Cyborg/android bodies studies.&lt;br /&gt;
* Dreadnought Battleship Blueprints: After plenty of time to observe and examine the ships you have, on top of recent breakthroughs in ship building technology have allowed you to discover how to keep ships of this size from folding in on themselves.&lt;br /&gt;
* Anti-Matter Theory: Long hypothesized as a possible method to sating the power needs of the future, this theoretical research is only the first step in actually having anti matter engines. Would allow for, eventually, having a great deal of power at your disposal for any number of purposes. Note: Difficult, Metis predicts this will be one of her most difficult projects.&lt;br /&gt;
* Crystal Alien Harvest: Allows you to speed up and properly farm the Crystal Alien creature, to such a rate that, if harvested properly, will prove a renewable resource (Minerals).&lt;br /&gt;
* Planetary Infrastructure II : Much more complex and sprawling cities are capable of being created, allowing for factories that span several miles, interplanetary banking systems, continental sized research centers as well as improving planetside building&#039;s survivability and defense. Open new slot and secondary slot, increasing speed as well.&lt;br /&gt;
* &#039;&#039;Orbital Drydocks&#039;&#039; : Alongside speeding up ship construction and allowing for more ships per cycle to be made, it also allows for larger ships to be researched.&lt;br /&gt;
* &#039;&#039;Duralthene Armor Plating&#039;&#039; : Using a special forging process, this armor is dense and compact enough to withstand a surprising amount of punishment from enemy forces before buckling.&lt;br /&gt;
* &#039;&#039;Quantum Driver&#039;&#039;: A far more powerful set of Mass drivers that can punch through most inferior armors with little effort and shred lesser armed ships using intense magnetic force.&lt;br /&gt;
*  &#039;&#039;Advanced Cyborg Components&#039;&#039;: Allows nearly invisible to the naked eye implants and cybernetic enhancement of organic bodies with particularly advanced technology. &lt;br /&gt;
* &#039;&#039;Genetic Engineering II&#039;&#039;: Pushing the limits of what organics have accomplished, you delve deeper into how genetic structure and DNA work. With this, you begin to understand how organics function entirely, and further open the door to creating your own organics. If you wanted to.&lt;br /&gt;
* &#039;&#039;Propaganda II&#039;&#039;: You delve further into the ins and outs of how the human mind responds to visual and audible stimuli, improving your ability to coax larger populations into your way of thinking, even if they normally might not. (NOTE: Does not act as mind control)&lt;br /&gt;
* &#039;&#039;Infantry Weapons &amp;amp; Defense II&#039;&#039;: Allows miniaturization of plasma weapons, shields, and other tier II technology.&lt;br /&gt;
* &#039;&#039;Erebos Unit&#039;&#039;: What has been dubbed a Viral Intelligence that you acquired from Atil VI. It&#039;s ability to consume and grow from V.I. fascinates you, though it is possible extremely dangerous to your kind. As a result it is currently sealed away. If researched, may allow you to create such creatures on your own, making viruses a great degree more deadly to other enemy A.I. or V.I.&lt;br /&gt;
* &#039;&#039;Organic Sonic Testing&#039;&#039;: Learn the range of sounds these creatures operate on, and what might prove an effective sonic weapon against them. Test human, Malorian, and wildlife of Eshareth&#039;s limit&#039;s for sound of various degrees and frequencies. &lt;br /&gt;
* &#039;&#039;Orbital Foundries&#039;&#039;: This will allow more complex construction and materials in orbital structures. Shipyards will be able to construct more ships, and use more advanced shipbuilding technology.&lt;br /&gt;
* &#039;&#039;Advanced Gathering Drones&#039;&#039;: Decreases drone size and cost at gathering sites, allowing increased efficiency and resource gathering rates.&lt;br /&gt;
* &#039;&#039;Plasma Focusing Fusion Power&#039;&#039;: Increase power efficiency of all reactors, enabling ships and missiles to move faster, easier stabilization of reactor cores, faster rate of fire for energy weapons, and stronger shields. Further study required for more powerful power plants.&lt;br /&gt;
* &#039;&#039;Deep Shaft Surface Mining&#039;&#039;: This research will analyze methods for exploiting mineral deposits that are normally beyond the reach of conventional mining techniques. This would increase planetary productive output and may even allow barren coreworlds to become productive again. Warning: Not all barren worlds have deep mineral deposits. It is advisable to undertake accurate planetary scans before mining begins to avoid waste. May damage planetary ecosystems.&lt;br /&gt;
* &#039;&#039;Ballistics Research I&#039;&#039;: This research allows for future ballistics R&amp;amp;D, including various uses of mass driver technology not limited to military applications. Allows development of small Android-deployable turrets limited in operational duration and power as well as other ballistic weapons.&lt;br /&gt;
* &#039;&#039;Advanced Ship Modifications&#039;&#039;: Researched by Metis, this technology allows for a more detailed breakdown of how every ship you own is built and modify them to your exact specifications.&lt;br /&gt;
* &#039;&#039;AI Black Box Technology&#039;&#039;: Achieved through a dissection of Watcher Unit 2237. Allows the creation of A.I. Black boxes&lt;br /&gt;
* &#039;&#039;Bandwidth Block&#039;&#039;: Metis&#039; first completed research subject. Allows the creation of large computing cores that increase your ability to process, and the speed with which you do so.&lt;br /&gt;
* &#039;&#039;Defensive Battlements I&#039;&#039;: Basic knowledge of station and platform based weaponry including an optimization matrix for the strategic placement of weapon clusters. Allows construction of Defense Platform Mk I and Battle Stations Mk I&lt;br /&gt;
:* &#039;&#039;Defensive Battlements II&#039;&#039;: A stronger, more resilient and capable design for defensive Platforms &amp;amp; Stations suited to fit many different types of weapons and provide orbital support against enemy attack. This knowledge was acquired as a result of the aid provided by the Guild to the people of Dresh Alpha and Beta. While normally quite secretive, they have offered you a powerful defensive technology in exchange for your protection and funds. &lt;br /&gt;
* &#039;&#039;Chemistry I&#039;&#039;: Small increases to base gas and warhead yield, while also opening the door to much more complex research.&lt;br /&gt;
*&#039;&#039;Dynamic Shielding&#039;&#039;: Discovered on the UGEI Plague Carrier&#039;s data cache before it could be wiped. While not necessarily that much stronger than your original shields, this level of tech increases efficiency largely by computing point of impact for energy weapons, and focusing all shield strength there, instead of everywhere at once.&lt;br /&gt;
* &#039;&#039;Explosives Research I: This research allows for future explosive and missile R&amp;amp;D, primarily weapons development &amp;amp; upgrading. Allows development of small Android-deployable explosives. Allows for advanced means of missile deployment. &#039;&#039;[Studying Rhea would greatly enhance this research subject]&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fungicide I&#039;&#039;: Kills off spores of Aquil Fungus&lt;br /&gt;
*&#039;&#039;Genetic Engineering I&#039;&#039;: You quite literally learn to play this &#039;god&#039; character humans speak of, and mettle with DNA in new and unseen ways. This will allow you knowledge of the human genome, and open the door to perfect organics, super soldiers, and allows for more complex genetic experimentation. [Requires subjects for research]&lt;br /&gt;
*&#039;&#039;Graviton Mass Driver&#039;&#039;: Discovered on the UGEI Plague Carrier&#039;s data cache before it could be wiped. The next step in Mass Driver technology, allowing even denser particles of matter to be launched at blinding speeds through space to cause enormous kinetic damage to targets, should they lack proper armor to resist them.&lt;br /&gt;
* &#039;&#039;Human Cyborg/Android bodies&#039;&#039;: Further cybernetic knowledge, possible, fusing man and machine. Allows more efficient android use and creation. [Requires subjects for research] &#039;&#039;[Studying Rhea would greatly enhance this research subject]&#039;&#039;&lt;br /&gt;
* &#039;&#039;Lightling DNA&#039;&#039;: Carefully looking at the Lightling DNA available to you, you are able to see possible benefits in their unique structure others may not.&lt;br /&gt;
* &#039;&#039;Planetary Infrastructure I&#039;&#039;: Taken from the UGEI, this allows you to create more complex planetary factories and structure to assist in your building efforts.&lt;br /&gt;
* &#039;&#039;Terraforming I&#039;&#039;: Able to turn less then hospitable worlds to acceptably hospitable, this allows for small colonies to survive on poor environment worlds&lt;br /&gt;
* &#039;&#039;Terrain Reformation&#039;&#039;: Large Construction drones that are able to shape the land and allow for all manner of more complex structures.&lt;br /&gt;
* &#039;&#039;Power Armor Theory&#039;&#039; : Basic R&amp;amp;D for mechanical, articulated armor for the human body with the specified goal of allowing armored humanoid soldiers to rival or exceed android troops for durability and protection.&lt;br /&gt;
* &#039;&#039;Crystal Alien Fragments&#039;&#039;: Upon further study of this intelligent mineral, so to speak, you&#039;ve found a number of things. Acts well as a building material (minerals), and possibly fuel if researched further. However, it is certainly sentient and feels pain. This should be considered. It grows slowly, but has a maturity peak it has yet to reach, but will if given time to grow. It has shown evidence of causing damage to nearby environments when it grows to sufficient levels. Communication appears via signals, as well as vibrations and seismic activity, and upon splitting can grow separate entities.&lt;br /&gt;
* &#039;&#039;Encryption Matrix&#039;&#039;: Development of advanced cyber-security algorithms to help with both defensive and offensive hacking attempts.&lt;br /&gt;
* &#039;&#039;Hardened Electronics&#039;&#039;: Provides your ships with a basic level of Electromagnetic interference protection where they normally had almost none, including A.I. and V.I. Command may still be lost momentarily, but permanent damage is less likely.&lt;br /&gt;
* &#039;&#039;Improved Gas Refinery&#039;&#039;: The availability of greater technical knowledge in the field of chemistry has granted Ophion greater insight into the function of gas refining facilities, which in turn allows for greater facility optimization making increased across-the-board income in all refineries possible.&lt;br /&gt;
* Integrated Sensors: With some remodeling, you are able to make your sensors harder to jam and block by your foes.&lt;br /&gt;
&lt;br /&gt;
==Designs==&lt;br /&gt;
Format Layouts&lt;br /&gt;
&lt;br /&gt;
Ground Forces Chassis Types&lt;br /&gt;
*Humanoid: More visually acceptable to other humanoids. Excellent scouting posture, well suited to most weapons designs.&lt;br /&gt;
*Arachnid: Excellent Dexterity, ability to climb very well. Fast movement speed, light frame.&lt;br /&gt;
*Tank: Slow, but room for multiple weapon and defense mounts. Poor maneuverability.&lt;br /&gt;
*Sphere: Uses hover engines to float. Allows for maneuverability. Multi-limbs, but somewhat slow. Engines make sound&lt;br /&gt;
*Walker: Faster movement sacrificing slight armor advantages. More Maneuverable on rough terrain.&lt;br /&gt;
*Feline/Canine: Very fast model, good Dexterity, moderate/low durability&lt;br /&gt;
&lt;br /&gt;
Other types may be conceptualized.&lt;br /&gt;
&lt;br /&gt;
Infantry Unit Format is in a Wiki template now! See [[Template:AIQ_Ground]] for how to use it.&lt;br /&gt;
&lt;br /&gt;
===Infantry and Armor Units===&lt;br /&gt;
&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Sub-Commander&lt;br /&gt;
|designation= Unit 1&lt;br /&gt;
|chassis_type= Humanoid&lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Arm-mounted Infantry lasers&lt;br /&gt;
|defenses= Standard armor plating&lt;br /&gt;
|role= Communication Specialist, Infiltration&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Advanced Communication Equipment:More difficult to disrupt communications; Humanoid skin: Better chance of diplomatic success&lt;br /&gt;
|notes= First trial model turned a giant worm&#039;s insides to mush, saved Red and Ser&#039;lah during Eshareth Attack&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Interface Tool&lt;br /&gt;
|designation= Unit 2&lt;br /&gt;
|chassis_type= Sphere &lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Tendril Omni-tool, Eye mounted laser&lt;br /&gt;
|defenses= Standard armor plating&lt;br /&gt;
|role= Hacking, Air Superiority, Utility&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Advanced Engine placement, modified from ship engine types. Travels faster, and farther using hover jets (not quite flight). Omni-tool tentacles, allows for hacking, weapons, welding, minor repair, etc.&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Swarm Bot&lt;br /&gt;
|designation= Unit 3&lt;br /&gt;
|chassis_type= Arachnid&lt;br /&gt;
|size= Tiny&lt;br /&gt;
|weapons= Taser (nonlethal); Laser (Main Slot can equip small arms); Dagger-Like Forelegs&lt;br /&gt;
|defenses= Light Plating, Survival mode allows protection of delicate instruments.&lt;br /&gt;
|role= Stealth and Recon; if properly equipped can serve as cheap ground forces using Swarm Tactics, Assault and Ambush.&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Rubber tip to legs (stealth purposes), Wheels for faster speed down long flat surfaces, Adhesive allowing wall climbing, Dagger-Forelegs have small manipulator-claws/hands - for carrying, picking up or any other case when a hand is necessary - attached to the last joint.&lt;br /&gt;
|notes= While on a mission, glued own legs to a wall and had to be cut free.&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Infiltrator&lt;br /&gt;
|designation= Unit 4&lt;br /&gt;
|chassis_type= HUmanoid&lt;br /&gt;
|size= Small&lt;br /&gt;
|weapons= Taser (nonlethal); Laser (Main Slot can equip small arms); Melee blades&lt;br /&gt;
|defenses= Light Plating&lt;br /&gt;
|role= Stealth, Infiltration&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Advanced Communications, Omnitool, Humanoid skin, Advanced Optics&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Shock Trooper&lt;br /&gt;
|designation= Unit 5&lt;br /&gt;
|chassis_type= Arachnid&lt;br /&gt;
|size= Large&lt;br /&gt;
|weapons= Heavy lasers&lt;br /&gt;
|defenses= Trithium armor plating&lt;br /&gt;
|role= Boarding attack droid&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Magnetic legs, Grappling ability, minor jet propulsion&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Heavy Assault Droid&lt;br /&gt;
|designation= Unit 6&lt;br /&gt;
|chassis_type= Tank&lt;br /&gt;
|size= Large&lt;br /&gt;
|weapons= Heavy lasers, Gatling Mass Drivers&lt;br /&gt;
|defenses= Trithium armor plating&lt;br /&gt;
|role= Ground Assault&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Equipped internally with several repair bots for field repairs, exterior mounted with 4 Terrachnids serving an antipersonnel role.&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Bending Unit&lt;br /&gt;
|designation= Unit 7&lt;br /&gt;
|chassis_type= Humanoid&lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Spiked fists (tasers); enhanced cyber-strength&lt;br /&gt;
|defenses= Standard armor&lt;br /&gt;
|role= Bending steel and other metals&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Extended reach arms&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Spy&lt;br /&gt;
|designation= Unit 8&lt;br /&gt;
|chassis_type= Arachnid&lt;br /&gt;
|size= Tiny&lt;br /&gt;
|weapons= Taser (nonlethal)&lt;br /&gt;
|defenses= Light Plating&lt;br /&gt;
|role= Espionage&lt;br /&gt;
|intellect= None (Requires bandwidth to operate)&lt;br /&gt;
|equipment= Recording, video and audio, equipment, ability to cling to walls, fast, Small Omnitool &lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Polemarchus&lt;br /&gt;
|designation= Unit 9&lt;br /&gt;
|chassis_type= Arachnid&lt;br /&gt;
|size= Large&lt;br /&gt;
|weapons= Infantry grade Mass Drivers&lt;br /&gt;
|defenses= Heavy armor plating, CWIS (point defense), Superior Shielding&lt;br /&gt;
|role= Global C&amp;amp;C of ground forces.&lt;br /&gt;
|intellect=  A.I. 5 Cephalus&lt;br /&gt;
|equipment= Advanced C&amp;amp;C &amp;amp; Comm Array Package, Close Range Sensors, Troop Resupply: Able to keep other units running&lt;br /&gt;
|notes= A custom unit created for Cephalus to allow the A.I. to move around in combat areas.&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Auxiliary&lt;br /&gt;
|designation= Unit 10&lt;br /&gt;
|chassis_type= Humanoid&lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Standard Mass Driver held in arms (and minor one built in)&lt;br /&gt;
|defenses= Standard armor plating&lt;br /&gt;
|role= Ground Combat, Boarding, Security&lt;br /&gt;
|intellect= Minimal/semi-autonomous (when provided with bandwidth/V.I. guidance)&lt;br /&gt;
|equipment= Extended battery pack(Allows for extended field deployment), built-in basic surveillance tools.&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Defensive Support Droid&lt;br /&gt;
|designation= Unit 11&lt;br /&gt;
|chassis_type= Tank&lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Shoulder mounted lasers, eye lasers, acid launcher, and internal Mass Driver Guns.&lt;br /&gt;
|defenses= Heavy armor plating, Superior shielding&lt;br /&gt;
|role= Heavy assault&lt;br /&gt;
|intellect= Automaton&lt;br /&gt;
|equipment= Deploy-able Energy Shield(protects other units)&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Ghost&lt;br /&gt;
|designation= Unit 12&lt;br /&gt;
|chassis_type= Humanoid&lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Standard Power Armor Infantry Weaponry (Built using Power Armor designs, to pass as a human soldier); &#039;Instant Sponge&#039; Restraint bombs (softer, safer version of Airbag cement), restraint spray cannons, Electrolaser (ranged taser)&lt;br /&gt;
|defenses= Standard Power Armor Infantry Defenses&lt;br /&gt;
|role= Population control, guard duty&lt;br /&gt;
|intellect= None (requires Bandwidth)&lt;br /&gt;
|equipment= Omnitools in wrists. Speakers. Visor is normally impenetrably black. Some, or perhaps all, units allow the visor to be adjusted up to translucency, allowing a dim view of a convincing android head within. Such &#039;head units&#039; have randomized facial features, and all units including &#039;headless units&#039; have a randomized vocal signature for communication with populace to establish trust and give orders.&lt;br /&gt;
|notes= Designed to normally be indistinguishable from a human soldier in power armor. Power source cooling structured to resemble the same human shaped heat signature actual power armor soldiers have, if any.&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Octo&lt;br /&gt;
|designation= Unit 13&lt;br /&gt;
|chassis_type= Sphere&lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Laser cutters/plasma torch with powerful cutting/crushing jaws and tendrils. Optional semi-auto spear gun.&lt;br /&gt;
|defenses= Standard&lt;br /&gt;
|role= All purpose underwater operations and duties.&lt;br /&gt;
|intellect= None (requires Bandwidth)&lt;br /&gt;
|equipment= The bulky laser cannon and jet thrusters are replaced with smaller yet more effective for it&#039;s environment hydro thrusters and better senor arrays to work under water. Unit will have a perfect water seals on all possible leak points and can handle deep water pressure if properly prepared for it. Unit can perform underwater repairs and construction tasks as well as BRUTAL close range/Melee range combat. The Unit can not fly under it&#039;s own power, but can walk on land using it&#039;s arms but it will not be fast. It can climb however. &lt;br /&gt;
|notes= This is a unit that will only be made on as needed basis, seeing water worlds are rare and this unit can work in zero G environs but other units are more optimized for space operations. &lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= Ray&lt;br /&gt;
|designation= Unit 14&lt;br /&gt;
|chassis_type= Walker&lt;br /&gt;
|size= Huge&lt;br /&gt;
|weapons= 2 medium plasma cannons mounted on &amp;quot;Face&amp;quot; with one large plasma cannon mounted above&lt;br /&gt;
|defenses= Best available&lt;br /&gt;
|role= Tank Hunting/Artillery Bombardment&lt;br /&gt;
|intellect= None (requires Bandwidth)&lt;br /&gt;
|equipment= Screech synthesizer; Allows the unit to make unnerving Shrieks to cause terror among the enemy,Thrusters; Allows the Unit to make long powerful leaps&lt;br /&gt;
|notes= Large Highly Mobile Artillery with capable of dealing with tanks and infantry from range and up close Should be deployed in squads for maximum effect. &lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ground&lt;br /&gt;
|name= HK-1&lt;br /&gt;
|designation= Unit 15&lt;br /&gt;
|chassis_type= Humanoid&lt;br /&gt;
|size= Medium&lt;br /&gt;
|weapons= Large plasma blades attached under wrists. 2x Hard points for shoulder cannon 1 standard infantry rifle&lt;br /&gt;
|defenses= Power Armour+Basic Shields&lt;br /&gt;
|role= Assassination/Morale Devastation&lt;br /&gt;
|intellect= None (requires Bandwidth)&lt;br /&gt;
|equipment= Synth Muscle; Adds even more unnatural strength to the droid as well as allowing it to move at even stranger angles.Suction pads on hands and feet |allow climbing. Terrifying appearance; a skull like face plate and coal black paint inspire terror in the enemy. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Ships===&lt;br /&gt;
&lt;br /&gt;
We templates now! See [[Template:AIQ_Ship]] for instructions.&lt;br /&gt;
&lt;br /&gt;
Slot System- Every ship you own has only so much space/mass it is able to equip on its surface. This is a representation of that. Weaker weapons mounted on larger slots come in bigger numbers. Some weapons have a minimum slot requirements.&lt;br /&gt;
&lt;br /&gt;
:Battleship- Heavy, Medium and Light Slots, suited for combat. Provides 5 bandwidth at max.&lt;br /&gt;
:Carrier-  Heavy, Medium slots are used for fighters. Light slots for weapons. Provides 3 bandwidth at max.&lt;br /&gt;
:Cruiser- One Heavy Slot,  Medium, Light slots. Provides 2 bandwidth at max.&lt;br /&gt;
:Escort-  Medium and light slots. Provides no bandwidth normally.&lt;br /&gt;
:Fighter- Light slots only&lt;br /&gt;
&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Trireme Battlecruiser&lt;br /&gt;
|designation= GM-Cr-MR-3&lt;br /&gt;
|role= Short-to-Medium Range Ship-of-the-Line&lt;br /&gt;
|type= Cruiser&lt;br /&gt;
|weapons= Spinal Plasma III Cannons (Heavy), Plasma Cannon Turrets, (Medium), Light Plasma Cannons (Light)&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Superior Trithium Armor Plating&lt;br /&gt;
|shields= Dynamic Shielding Grade Shields&lt;br /&gt;
|point_def= Laser Guided III Point Defense&lt;br /&gt;
|bw= 2&lt;br /&gt;
|cost_m= 150&lt;br /&gt;
|cost_g= 50&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Brawler Battlecruiser&lt;br /&gt;
|designation= GM-Cr-CR-1&lt;br /&gt;
|role= Short-Ranged Battlecruiser&lt;br /&gt;
|type= Cruiser&lt;br /&gt;
|weapons= Graviton Driver (Heavy), Graviton Driver (Medium), Boarding Torpedo Slots (Light)&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Superior Trithium plating&lt;br /&gt;
|shields= Dynamic Shielding Grade Shields&lt;br /&gt;
|point_def= Mass Drivers to shoot down missiles/cause them to explode on foe.&lt;br /&gt;
|bw= 2&lt;br /&gt;
|cost_m= 150&lt;br /&gt;
|cost_g= 40&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Catapult Battlecruiser&lt;br /&gt;
|designation= GM-Cr-LR-2&lt;br /&gt;
|role= Long Range Missile Bombardment Support&lt;br /&gt;
|type= Cruiser&lt;br /&gt;
|weapons= &#039;Thor&#039; Warhead Missiles (Heavy, Medium, Light)&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Titanium Armor MK II (To save costs)&lt;br /&gt;
|shields= Dynamic Shielding Grade Shields&lt;br /&gt;
|point_def= Laser Guided III Point Defense&lt;br /&gt;
|bw= 2&lt;br /&gt;
|cost_m= 100&lt;br /&gt;
|cost_g= 125&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Chimera Battlecruiser&lt;br /&gt;
|designation= GM-Cr-CR-2&lt;br /&gt;
|role= Short-range bruiser/disabler&lt;br /&gt;
|type= Cruiser&lt;br /&gt;
|weapons= Graviton Driver (Heavy, Medium, Light)&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Superior Trithium Armor Plating&lt;br /&gt;
|shields= Dynamic Shielding Grade Shields&lt;br /&gt;
|point_def= Laser Guided III Point Defense&lt;br /&gt;
|equipment= Sensors III (ship scans)&lt;br /&gt;
|bw= 2&lt;br /&gt;
|cost_m= 150&lt;br /&gt;
|cost_g= 75&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Buzzard Light Cruiser&lt;br /&gt;
|designation= GM-S-E-1&lt;br /&gt;
|role= On-site scavenging and salvage.&lt;br /&gt;
|type= Cruiser&lt;br /&gt;
|weapons= None, see Equipment&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Standard Armor Plating&lt;br /&gt;
|shields= Standard&lt;br /&gt;
|point_def= None&lt;br /&gt;
|equipment= Sensors III, Scavenge Drones: Designed to use magnets to pull in wrecks and debris for proper salvaging. Much of the ship is cargo bays and places to store these things. Cargo takes up Heavy and Medium slot, with drones taking up light slots.&lt;br /&gt;
|bw= 0&lt;br /&gt;
|cost_m= 100&lt;br /&gt;
|cost_g= 20&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Pilum Destroyer&lt;br /&gt;
|designation= GM-E-MR-1&lt;br /&gt;
|role= Medium-Range Escort &amp;amp; Picket Ship&lt;br /&gt;
|type= Escort&lt;br /&gt;
|weapons= Medium Plasma Cannons (Medium), Light Laser V Cannons (Light)&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Trithium Armor Plating&lt;br /&gt;
|shields= Barrier Shields&lt;br /&gt;
|point_def= Light Laser V Cannons Only&lt;br /&gt;
|bw= 0&lt;br /&gt;
|cost_m= 20&lt;br /&gt;
|cost_g= 5&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Blacksmith Repair Ship&lt;br /&gt;
|designation= GM-Ca-R-1&lt;br /&gt;
|role= Onsite Large repair ship&lt;br /&gt;
|type= Carrier&lt;br /&gt;
|weapons= Only cutting and welding lasers and plasma torches (Minimal)&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Standard&lt;br /&gt;
|shields= Standard&lt;br /&gt;
|point_def= Standard&lt;br /&gt;
|equipment= Repair drones and arms&lt;br /&gt;
|bw= 0&lt;br /&gt;
|cost_m= 600&lt;br /&gt;
|cost_g= 100&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Shooting Star&lt;br /&gt;
|designation= GM-E-C-1&lt;br /&gt;
|role= Orbital Assault&lt;br /&gt;
|type= Frigate&lt;br /&gt;
|weapons= Drop Pods,Small Dropship Bay&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Best&lt;br /&gt;
|shields= Best&lt;br /&gt;
|point_def= None&lt;br /&gt;
|equipment= Repair drones and arms&lt;br /&gt;
|bw= 0&lt;br /&gt;
|cost_m= Negligible&lt;br /&gt;
|cost_g= Neglibgible&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Thunderhawk&lt;br /&gt;
|designation= GM-F-C-1&lt;br /&gt;
|role= Dropship/In Atmosphere Gunship&lt;br /&gt;
|type= Fighter&lt;br /&gt;
|weapons= 2x Singularity Driver (Light) Troop Compartment&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Standard&lt;br /&gt;
|shields= Standard&lt;br /&gt;
|point_def= Standard&lt;br /&gt;
|equipment= Troop Transport&lt;br /&gt;
|bw= None&lt;br /&gt;
|cost_m= Negligible&lt;br /&gt;
|cost_g= Negligible&lt;br /&gt;
|notes= &#039;&#039;&#039;&#039;&#039;Experimental&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Road Forger Warp Lane Ship&lt;br /&gt;
|designation= GM-S-Ex-0&lt;br /&gt;
|role= Stable warp lane creator&lt;br /&gt;
|type= Carrier&lt;br /&gt;
|weapons= None&lt;br /&gt;
|engine= Stellar Drive &lt;br /&gt;
|hull= Standard&lt;br /&gt;
|shields= Special (Projected forward, elsewhere less protected)&lt;br /&gt;
|point_def= Standard&lt;br /&gt;
|bw= None&lt;br /&gt;
|cost_m= 1000&lt;br /&gt;
|cost_g= 700&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Undertaker Boarding Pod Ship&lt;br /&gt;
|designation= GM-Ca-LR-1&lt;br /&gt;
|role= Deploying and launching boarding droids&lt;br /&gt;
|type= Carrier&lt;br /&gt;
|weapons= All weapon slots fitted with droid torpedo launchers&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Superior Trithium Armor Plating&lt;br /&gt;
|shields= Barrier III&lt;br /&gt;
|point_def= Laser Guided III Point Defense&lt;br /&gt;
|bw= 0&lt;br /&gt;
|cost_m= 600&lt;br /&gt;
|cost_g= 200&lt;br /&gt;
}}&lt;br /&gt;
{{AIQ Ship&lt;br /&gt;
|name= Troop Transport&lt;br /&gt;
|designation= GM-S-C-1&lt;br /&gt;
|role= Carries your droids from world to world and drops them down to take the planet&#039;s surface.&lt;br /&gt;
|type= Large Support frame&lt;br /&gt;
|weapons= Defensive energy weapons&lt;br /&gt;
|engine= Stellar Drive&lt;br /&gt;
|hull= Superior Trithium Armor Plating&lt;br /&gt;
|shields= Barrier III&lt;br /&gt;
|point_def= Laser Guided III Point Defense&lt;br /&gt;
|equipment= Possesses Drop Pods for landing forces in hot zones.&lt;br /&gt;
|bw= 0&lt;br /&gt;
|cost_m= 200&lt;br /&gt;
|cost_g= 75&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tau_Auxiliary_8th_edition&amp;diff=1011683</id>
		<title>Codex - Tau Auxiliary 8th edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Tau_Auxiliary_8th_edition&amp;diff=1011683"/>
		<updated>2026-05-20T16:19:19Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Most units do not have a points value but do have a power level this is because balancing is hard and this fandex is for friendly and narrative games, not competitive. (If you want to use a unit in a point environment you can use this formula to at least come to a relative good solution to what the cost should be PL*X where X should be between 15-25 depending on the equipment you chose.)&lt;br /&gt;
&lt;br /&gt;
This fandex is not ready for playtesting ... yet. Given the announcement of 9th Ed., it may never be.&lt;br /&gt;
Units (or Races) marked with &#039;&#039;&#039;WIP&#039;&#039;&#039; Are not recommended for use. Units marked with &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;are not tested at all and will break the game&#039;s balance harder then [[Games Workshop| GW]] smelling money!&lt;br /&gt;
&lt;br /&gt;
==Playing Tau Auxiliary==&lt;br /&gt;
All units here will have the T&#039;au faction keyword but most will not have a &amp;lt;sept&amp;gt; keyword this makes it so that you can easily combine these units in any army but will have an incentive to not go batshit crazy on combos and unit combinations.&lt;br /&gt;
&lt;br /&gt;
===Cross faction Special rules===&lt;br /&gt;
&#039;&#039;&#039;Macro weapons:&#039;&#039;&#039; A model armed with a Macro weapon may not fire if it has moved previously in the turn, unless the firing unit also has the {{W40kKeyword|TITANIC}} keyword. No Macro weapon may be used to make Overwatch attacks. When used against units with the {{W40kKeyword|TITANIC}} or {{W40kKeyword|BUILDING}} keyword, the damage inflicted by a Macro weapon is doubled (this doubling takes place after any randomised damage has been rolled for).&lt;br /&gt;
&lt;br /&gt;
===Cross faction Wargear and points===&lt;br /&gt;
Most weapons can be found in the codex tau. If a weapon can be found in imperial armour xenos or is custom made it will be noted on the sheet&lt;br /&gt;
&lt;br /&gt;
==Nagi Mind Worm Advisor==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Small, telepathic snake like creatures, when the the Tau Empire first encountered the Nagi both races were on the cusp of war, thankfully the danger of another pointless war was averted and the Nagi brought in to the Greater Good where they now serve as advisors to the Ethereal caste, both off and on the battlefield.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Nagi Advisor may be taken as an upgrade to an Ethereal(Codex: Tau Empire) for &#039;&#039;30 points&#039;&#039;. The Nagi makes the model a psyker. this model may make a single deny the witch test.&lt;br /&gt;
&lt;br /&gt;
==Tau Liaisons, Outcasts &amp;amp; Experimental tech&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Units List===&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
*Shas&#039;ui T&#039;au Kais (Firewarrior)&lt;br /&gt;
*[[Shas&#039;O Kais|Shas&#039;O Kais]] (Dawn of War)&lt;br /&gt;
*[[Commander Or&#039;es&#039;Ka|Shas&#039;O Or&#039;es&#039;Ka]] (Dawn of War)&lt;br /&gt;
*Por&#039;Vre Liaison&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
*Fio&#039;Vre Engineers&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast attack&#039;&#039;&#039;&lt;br /&gt;
*Kor&#039;ui Speeder Scouts&lt;br /&gt;
*Drone Hanger&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support&#039;&#039;&#039;&lt;br /&gt;
*Stingray Cluster Missile Gunship&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of War&#039;&#039;&#039;&lt;br /&gt;
*Scorpionfish Super Heavy Missile Gunship&lt;br /&gt;
*Megalodon Super Heavy Assault Gunship&lt;br /&gt;
&lt;br /&gt;
===Special rules Tau Outcasts &amp;amp; Liaisons &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Matched play rule&#039;&#039;&#039;&lt;br /&gt;
{{W40kKeyword|Earth cast experiment}}: A unit with this keyword may only be included in your army once. Only a single unit with this keyword may be present in a detachment.&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Tau Outcasts &amp;amp; Liaisons &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
Newly added weapons&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Supremacy Railgun (Submunitions) || 72&amp;quot; || Heavy 2D6 || 6 || -1 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Supremacy Ion Cannon || 60&amp;quot; || Heavy 6 || 7 || -3 || 2 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Supremacy Ion Cannon (Overcharged) || 60&amp;quot; || Heavy 2D3 || 8 || -3 || 3 || If the target unit contains 10 or more models, change this weapons type to Heavy 2D6, In addition, if this weapon ever rolls a 1 to hit it suffers a Mortal Wound after resolving its shooting attacks.&lt;br /&gt;
|-&lt;br /&gt;
| Submunition Seeker Missile || 72&amp;quot; || Heavy 1D6 || 5 || 0 || 1 || This weapon hits automatically. If the target unit has 2+ Markerlight counters against it this weapon gains the following benefit - This weapon may target units that are not visible to the bearer and the targeted unit gains no bonus to their saves for being in cover. Each Submunition Seeker Missile may only be used once per battle.&lt;br /&gt;
|-&lt;br /&gt;
| Experimental Ion Pistol || 8&amp;quot; || pistol 1 || 7 || -1 || 1 ||  &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HQ: Por&#039;Vre Liaison &#039;&#039;4 PL&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
[[Tau Diplomacy]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Topquote|&lt;br /&gt;
We are not here to bring death and destruction to you, Gue’la. Even though your armed forces have laid waste to our systems, bombarded our cities and slaughtered my fellow Tau, we are not here for revenge. We are here to offer you to share our culture and profit from our technology and protection.&lt;br /&gt;
&lt;br /&gt;
We are not here to take your homes, your families and your beliefs away from you. You can even continue to worship your Emperor-god if you want, you must only swear fealty to the advancement of the Greater Good, which will benefit all members of the empire alike.&lt;br /&gt;
&lt;br /&gt;
We are not here to turn you all into soldiers and demand of you to fight against your former kin. Some of you will be asked to join our armed forces, in return for the protection that we grant to your planet. But if you are unwilling to fight against Humans from the Imperium, you will not be deployed against them. We are not here to enslave you, but to welcome you into our empire, the empire of the Tau.| Por’vre Dal’yth Jishu’iro, Addressing the human population of Goron Minor}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Por&#039;Vre Liaison and 2  Bodyguard Drones&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Por&#039;Vre Liaison || 6&amp;quot; || 6+ || 6+ || 3 || 3(4) || 1 || 1 || 8 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Bodyguard Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 2 || 1 || 5 || 4+ &lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: The Bodyguard Drone is Equipped with a Pulse Blaster. The Por&#039;Vre Liaison is not equipped with any weapons.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039; Por&#039;Vre Liaison&lt;br /&gt;
*&#039;&#039;&#039;Bearers of the Greater good&#039;&#039;&#039;: All unit within 9&amp;quot; of the Por&#039;Vre Liaison have the &#039;&#039;&#039;for the greater good&#039;&#039;&#039; (codex pg89) Ability. As long as the do not have the {{W40kKeyword|&amp;lt;sept&amp;gt;}} or {{W40kKeyword|Vehicle}} Keyword&lt;br /&gt;
*&#039;&#039;&#039;Liaison:&#039;&#039;&#039; This unit faction keyword doen&#039;t count for any rules asking for all model in a detachment to have a specific keyword, simply ignore this model in such a case. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039; Bodyguard Drone&lt;br /&gt;
*&#039;&#039;&#039;Bodyguard protocol:&#039;&#039;&#039; When this unit is hit allocated the hits first to the Bodyguard Drone, until both are dead no hits can be distributed to the Por&#039;Vre Liaison. If at the start of any phase at least one one Bodyguard Drone in this unit is alive the Por&#039;Vre Liaison has T4 until the end of that phase(include in brackets in the profile above).&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols:&#039;&#039;&#039; In the Shooting phase, Bodygaurd Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator:&#039;&#039;&#039; Bodygaurd Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords (both)&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;Sept&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Por&#039;Vre Liaison&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Water Caste, infantry, Por&#039;Vre Liaison}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Bodyguard Drone&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Drone, Fly, Bodyguard Drones}}&lt;br /&gt;
&lt;br /&gt;
===Elite: Earth Caste Engineer &#039;&#039;4 PL&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Trust me, I&#039;m a engineer.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
On the rare occasion, there are members of the Earth caste who find their lives mundane and boring. To find a way to maximize the efficiency of these individuals, the Fio&#039;Kais Initiative was founded, an experimental program to put Engineering teams, as opposed to drones, on the battlefield. Unlike repair drones, they are fully capable of providing additional firepower to any nearby infantry units. In fact, some Battlesuit and Vehicle pilots will shun drones in favor of a proper Combat engineer, and are well liked and honored among the Fire Caste. They also carry experimental pistols that can cause serious damage to heavy infantry and light vehicles.&lt;br /&gt;
&lt;br /&gt;
The two drawbacks are their abysmal accuracy, in spite of their weapons training, and the limited number of Engineers, due to the infacny of the program.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Earth Caste Engineer and 2 Bodyguard Drones&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Earth Caste Engineer || 6&amp;quot; || 6+ || 5+ || 3 || 3(4) || 1 || 1 || 8 || 4+&lt;br /&gt;
|-&lt;br /&gt;
|  Bodyguard Drone || 8&amp;quot; || 5+ || 5+ || 3 || 4 || 2 || 1 || 5 || 4+ &lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: An Earth Caste Engineer is equipped with a Experimental Ion Pistol. A Bodyguard Drone is Equipped with a Pulse Blaster &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons:&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Experimental Ion Pistol || 8&amp;quot; || pistol 1 || 7 || -1 || 1 ||  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039; Earth Caste Engineer&lt;br /&gt;
*&#039;&#039;&#039;Battlefield Repairs&#039;&#039;&#039;: A unit with this ability may, at the beginning of the movement phase, restore 1 D3 wounds to one within unit 3&amp;quot; that has the Faction Keywords &#039;&#039;&#039;T&#039;au Empire&#039;&#039;&#039;, and any of the following Keywords: {{W40kKeyword|Vehicle}}, or {{W40kKeyword|Battlesuit}}. Alternatively it may bring back a single wound drone model to a unit of {{W40kKeyword|T&#039;au Empire Drones}}&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039; Bodyguard Drone&lt;br /&gt;
*&#039;&#039;&#039;Bodyguard protocol:&#039;&#039;&#039; When this unit is hit allocated the hits first to the Bodyguard Drone, until both are dead no hits can be distributed to the Earth Caste Engineer. If at the start of any phase at least one one Bodyguard Drone in this unit is alive the Earth Caste Engineer has T4 until the end of that phase(include in brackets in the profile above).&lt;br /&gt;
*&#039;&#039;&#039;Threat Identification Protocols:&#039;&#039;&#039; In the Shooting phase, Bodygaurd Drones can only target the nearest visible enemy unit. If two units are equally close, you can choose which is targeted.&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator:&#039;&#039;&#039; Bodyguard Drones have a 4+ invulnerable save. In addition, roll a D6 each time a DRONE with this ability loses a wound; on a 5+ that Drone does not lose a wound.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords (both)&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;Sept&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Earth Caste Engineer&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Earth Caste, infantry, Earth Caste Engineer}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Bodyguard Drone&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Drone, Fly, Bodyguard Drones}}&lt;br /&gt;
&lt;br /&gt;
===Fast attack: Air Caste Speeder Scout &#039;&#039;4 PL&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lor&#039;em Ip&#039;sum&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lor&#039;em ip&#039;sum&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Kor&#039;Ui Scout speeder || 14&amp;quot; || 6+ || 4+ || 3 || 4 || 2 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Kor&#039;Vre Scout speeder || 14&amp;quot; || 6+ || 4+ || 3 || 4 || 2 || 1 || 7 || 4+ &lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 2 Kor&#039;Ui Scouts speeder and 1 Kor&#039;Vre scout speeder. you may add up to 6 Kor&#039;Ui scout speeder &#039;&#039;&#039;(+1 PL per moddel)&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Each scout speeder is equipped with a plasma rifle and a Markerlight.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
*Any model in the unit may replace its plasma rifle with a fusion blaster (+1 pl per model), smart missile system, misslepod(+1 pl per model), 2 flamers or 1 markerlights and 1 seeker missile.&lt;br /&gt;
*Any model may take up to one item from the &#039;&#039;support systems&#039;&#039; list (codex tau pg89)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Fast moving markers&#039;&#039;: a model with this special rule may fire both it Markerlight and it other weapons at the same time but must target the same unit with all it weapons. A moddel with this special rule can&#039;t use the bonus granted to it by markerlights.&lt;br /&gt;
*&#039;&#039;Speeder&#039;&#039;: when this model advances add 6&amp;quot; to its movement instead of d6.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;Sept&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Air Caste Speeder Scouts&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Air Caste Team, Bikes, Fly, Air Caste Speeder Scout}}&lt;br /&gt;
&lt;br /&gt;
===Fast attack: Drone Hangar &#039;&#039;7PL &#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Drone teams, attack!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An experimental combat vehicle developed by the Bork&#039;an academies, this is a modified Devilfish loaded up with drone parts and a micro factory, allowing for production of various forms of combat and defensive drones, at the sacrifice of the usual targeting equipment.&lt;br /&gt;
&lt;br /&gt;
Originally intended as an armored mobile construction vehicle to develop devastated war zones and build and repair fortifications, the vehicle was promptly refitted for front line duty after the Damocles Gulf Crusade.&lt;br /&gt;
&lt;br /&gt;
(Creative Note: If you are going to build this, then just take a Devilfish, stick two seeker missiles on it, and glue some Drone bits to the interior and floor. Otherwise, go ham. Just go for the basic idea of a drone Harbinger from DOW.)  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Drone Hangar || * || 6+ || * || 6 || 7 || 12 || * || 8 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W!! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 7 - 12+ || 12 || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4 - 6 || 6 || 5+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 3 || 3 || 6+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Drone Hangar&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Drone Hangar is equipped with 1 burst cannon and 2 gun drones &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
*This model may take up to two seeker missiles&lt;br /&gt;
*This model may replace both gun drones with...&lt;br /&gt;
**A pair of Burst Cannons&lt;br /&gt;
**A pair of Smart Missile Systems&lt;br /&gt;
**A pair of Missile Drones&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover tank&#039;&#039;&#039;: Distances must be measured to and from the hull of this model rather than its base&lt;br /&gt;
*&#039;&#039;&#039;Explodes&#039;&#039;&#039;: If the Drone Hangar is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark on a 6 it explodes and each unit within 6&amp;quot; suffers D3 mortal wounds &lt;br /&gt;
*&#039;&#039;&#039;Detach:&#039;&#039;&#039; Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones:&#039;&#039;&#039; (codex Page 114)&lt;br /&gt;
*&#039;&#039;&#039;Drone Transport&#039;&#039;&#039;: At the start of the movement phase this model may deploy a unit consisting of up to 3 Gun- , Shield- , Marker- , Missile- , Sniper- , or Guardian Drones. All drones summoned as a unit by a Drone Hangar must by the same drone type and will come into play as one unit as if they were disembarking from a transport. The Hangar may only do this once per battle.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;Sept&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Drone Hangar&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, Drone Hangar}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Gun Drone&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Drone, Fly, Gun Drones}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Support: Stingray Cluster Missile Gunship &#039;&#039;8 PL&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;&#039;&#039;The Beg&#039;el charged us, screeching their cries of war in an attempt to frighten us. Shortly before the barbarians overwhelmed our outer defenses, a wave of missiles collided with the horde of greenskins. Truly, there are fewer better displays of the power of the Greater Good than a fully armed Stingray Missile Gunship&#039;&#039;&amp;quot; --Shas&#039;el Kais Mont&#039;yr T&#039;aun, regarding the Lotus massacre on the world Au&#039;Tau.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Stingray missile gunship is a Tau vehicle that serves as a potent ranged anti-infantry weapon. The vehicle was developed to break up the waves of Orks rampaging through the Tau region of space in the wake of the Damocles Gulf Crusade. A single large warhead, similar to the simple shell used by Imperial Earthshaker Cannons, was first considered by the Tau as a possible solution to the problem of dealing with massed infantry assaults. However, this was determined to be less effective than a modified Seeker Missile, with a large number of Smart Missiles loaded into the payload bay.&lt;br /&gt;
&lt;br /&gt;
The resulting weapon was first fielded on modified Sky Ray air defence tanks. The first field tests proved promising, but revealed shortcomings in the vehicles used for the test. First among these was the sheer size of the new missile, which made the carrier vehicle extremely dependent upon resupply during extended combat. A new turret was then developed that could carry more missiles, but this required changes to the basic hull such as the reduction of protective armour plating to allow the unit to keep up with Devilfish and Hammerhead formations.&lt;br /&gt;
&lt;br /&gt;
This new version of the vehicle that would become the Stingray was significantly less dependent on resupply during battle, and the larger turret allowed refinements to the missile itself, increasing the number of Smart Missile submunitions.&lt;br /&gt;
&lt;br /&gt;
(An old/Discontinued Tau Unit from Epic Apocalypse/Chapter Approved, so it shouldn&#039;t be too hard to design or make your own with a little bit of digging)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Stingray Cluster Missile Gunship || * || 6+ || * || 6 || 7 || 13 || * || 8 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 7 - 13+ || 12 || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4 - 6 || 6 || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 3 || 3 || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Stingray Cluster Missile Gunship&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Stingray Cluster Missile Gunship is equipped with 6 Submunition Seeker Missiles, 2 Markerlights, and 2 Gun drones&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Sub munition Seeker Missile || 72&amp;quot; || Heavy 1 || 6 || -1 || 1 || Each Sub munition seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers. If this weapon hits inflict 3D3 hits on the unit instead of 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
*This model may replace both Gun Drones with pair of Burst Cannons, or Smart Missile Systems&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hover tank&#039;&#039;&#039;: Distances must be measured to and from the hull of this model rather than its base&lt;br /&gt;
*&#039;&#039;&#039;Explodes&#039;&#039;&#039;: If the Stingray Cluster Missile Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark on a 6 it explodes and each unit within 6&amp;quot; suffers D3 mortal wounds &lt;br /&gt;
*&#039;&#039;&#039;Detach:&#039;&#039;&#039; Both Gun Drones can detach at the start of your Movement phase by disembarking as if from a transport. From that point onwards, they are treated as a separate unit. They cannot reattach during the battle.&lt;br /&gt;
*&#039;&#039;&#039;Attached Drones:&#039;&#039;&#039; (codex Page 114)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;Sept&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords Stingray Cluster Missile Gunship &#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, Stingray Cluster Missile Gunship }}&lt;br /&gt;
&#039;&#039;&#039;Keywords Gun Drone&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Drone, Fly, Gun Drones}}&lt;br /&gt;
&lt;br /&gt;
===Flier: Orca AX-3-4 &amp;quot;Sickleback&amp;quot; Dropship&#039;&#039;??? Points&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;The Gue&#039;la were heavily entrenched upon the hill, my squad pinned under their fire. Suddenly, an AX-3-4 bombarded the enemy position. My unit dashed up the hill to finish off what was left, only to see the the Orca had left only bare ground for us to look upon. By the Ethereals, I had never seen a more devastating weapon, nor do I wish to see it ever used again.&amp;quot; -Shas&#039;El Kais Bork&#039;an, on one of the first documented cases of Sickleback deployment.      &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An altered pattern to the Orca AX-3-4 Dropship, designed for active insertion into hotspots, rather than rapid transport flexible deployemt. The Orca AX-3-4 loses a chunk of its transport capacity in the name of improved armour and fire-power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Orca AX-3-4 Dropship || * || 6+ || * || 6 || 8 || 20 || * || 8 || 2+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 11 - 20+ || 20&amp;quot;-40&amp;quot; || 3+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 10 || 20&amp;quot;-30&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 20&amp;quot;-25&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Orca AX-3-4 Dropship&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: An Orca AX-3-4 Dropship is equipped with 2 nose mounted Long-Barrelled Burst Cannons, 1 High-Yield Missile Pod mounted on either side, 2 Rear-mounted Smart Missile Systems, and a Counterfire Defence System.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Long-Barrelled Burst Cannon || 36&amp;quot; || Assault 6 || 5 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| High-Yield Missile Pod || 36&amp;quot; || Heavy 4 || 7 || -1 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Smart Missile System || 30&amp;quot; || Assault 4 || 5 || 0 || 1 || Smart Missile Systems can be fired at units that are not visible to the bearer. In addition units attacked by this weapon do not gain any benefit to their saving throws for being in cover.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Airborne&#039;&#039;: &lt;br /&gt;
*&#039;&#039;Crash &amp;amp; Burn&#039;&#039;: &lt;br /&gt;
*&#039;&#039;Hard to Hit&#039;&#039;: &lt;br /&gt;
*&#039;&#039;Supersonic&#039;&#039;:&lt;br /&gt;
*&#039;&#039;Covering Firestorm&#039;&#039;: Whenever any unit disembarks from this model, the Orca A-X-3-4 Dropship may make a shooting attack with one of its weapons against any enemy unit within range. This shooting attack only hits on a 6+.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Transport&#039;&#039;&#039;&lt;br /&gt;
: An Orca AX-3-4 Dropship may transport up to 24 &amp;lt;&#039;&#039;&#039;SEPT&#039;&#039;&#039;&amp;gt; &#039;&#039;&#039;Infantry&#039;&#039;&#039; or &#039;&#039;&#039;Drone&#039;&#039;&#039; models. It may transport &#039;&#039;&#039;Battlesuit&#039;&#039;&#039; models, but any model with the Battlesuit keyword counts as three &#039;&#039;&#039;Infantry&#039;&#039;&#039; models. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, &amp;lt;Sept&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords (Orca AX-3-4)&#039;&#039;&#039;&lt;br /&gt;
:Vehicle; Fly; Earth Caste Experiment; Orca AX-3-4 Dropship&lt;br /&gt;
&lt;br /&gt;
===Lord of War: Scorpionfish Super Heavy Missile Gunship &#039;&#039;26 PL&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Carpet bombing on the go!&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Scorpionfish super-heavy missile gunship is a Tau super-heavy skimmer first deployed in the wake of the Damocles Gulf Crusade.&lt;br /&gt;
&lt;br /&gt;
The Scorpionfish was developed as a response to the surprise of Imperial super-heavy tanks faced during that conflict and later engagements, and considerable effort was expended by the Earth Caste to develop a counter in the form of the Tau’s own super-heavy gunship. Lacking any other large vehicle as a basis, the Orca dropship design was modified with additional heavily armaments and armour, effectively reducing its mobility to that of a surface-bound skimmer. This variant was to become the Scorpionfish missile gunship and it carries no less than a full complement of Submunition, Seeker, Tracer and Smart Missiles, as well as direct-firing Missile Pods.&lt;br /&gt;
&lt;br /&gt;
It has no single main weapon, but rather acts as a platform for a number of smaller systems, enabling it to engage any type of threat it encounters. This flexibility has proven to be a major asset in recent Tau campaigns. Whilst the Scorpionfish may be slower than the majority of Tau units, its skimmer capabilities mean that negotiating difficult terrain normally is not an issue. In battle, Scorpionfish normally form part of a stout firing line at the back of a Tau force, anchoring its defences.&lt;br /&gt;
&lt;br /&gt;
(Once again, an old/Discontinued Tau Epic Armageddon Model, this is another popular one, but there is no agreed upon look for it, so choice is up to you)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Scorpionfish Super Heavy Missile Gunship || * || 6+ || * || 8 || 8 || 24 || * || 8 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 12 - 24+ || 12&amp;quot; || 3+ || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 11 || 6&amp;quot; || 4+ || D6&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Scorpionfish Super Heavy Missile Gunship&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Scorpionfish Super Heavy Missile Gunship is equipped with 12 Seeker Missiles, 12 Submunition Seeker Missiles, 4 High-Yield Missile Pods, 4 Markerlights and 16 pulse carbines controlled by hardwired gun drones.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Sub munition Seeker Missile || 72&amp;quot; || Heavy 1 || 6 || -1 || 1 || Each Sub munition seeker missile can only be used once per battle. This weapon only hits on a roll of 6, regardless of the firing model’s Ballistic Skill or any modifiers. If this weapon hits inflict 3D3 hits on the unit instead of 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Hover Tank&#039;&#039;: Distances must be measured to and from the hull of this model rather than its base&lt;br /&gt;
*&#039;&#039;Cataclysmic Explosion&#039;&#039;: The biggest problem with the Scorpionfish is just how much explosive ordinance it carries, any sufficently strong strike capable of detonating the ammunition stockpile despite the numerous implemented safties to prevent such a thing from happening. If the Scorpionfish Super Heavy Missile Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before embarked models disembark. On a 5+ it explodes and each unit within 12&amp;quot; suffers 6 mortal wounds.&lt;br /&gt;
*&#039;&#039;Barrier Shield Generator&#039;&#039; The Scorpionfish Super Heavy Gunship has a 5+ Invulnerable Save.&lt;br /&gt;
*&#039;&#039;Velocity Tracker&#039;&#039; Add 1 to hit rolls for this unit when it shoots at a unit with the {{W40kKeyword|FLY}} keyword&lt;br /&gt;
*&#039;&#039;Saturation Fire&#039;&#039; Should the Scorpionfish Super Heavy Missile Gunship fire all of its High-Yield Missile Pods against one target, that target does not gain the bonus to their saves from being in cover.&lt;br /&gt;
*&#039;&#039;Flying Behemoth:&#039;&#039; This model does not suffer the penalty to hit rolls for moving and firing Heavy weapons. It can also still fire its weapons if enemy units are within 1&amp;quot; of it (but only (hardwired gun drones) pulse carbines can target units that are within 1&amp;quot; of it – its other guns must target other units). In addition this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;Sept&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords (Scorpionfish)&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, TX-108 Scorpionfish Super Heavy Missile Gunship, Titanic}}&lt;br /&gt;
&lt;br /&gt;
===Lord of War: Megalodon Super Heavy Assault Gunship &#039;&#039;26 PL&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
{{Topquote|One shot. One kill.|Every sniper ever}}&lt;br /&gt;
Now Applied on Titanic Tanks&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Megalodon Super Heavy Assault Gunship is a Tau super-heavy Gunship first deployed in the wake of the second Damocles Gulf Crusade.&lt;br /&gt;
&lt;br /&gt;
The Megalodon was developed as a response to the surprise of Imperial super-heavy tanks faced during that conflict and later engagements, and considerable effort was expended by the Earth Caste to develop a counter in the form of the Tau’s own super-heavy gunship. Lacking any other large vehicle as a basis, the Orca dropship design was modified with additional heavily armaments and armour, effectively reducing its mobility to that of a surface-bound skimmer. This variant was to become the Megalodon gunship and it carries no less than a Heavy rail cannon and 2 compact heavy burst cannons.&lt;br /&gt;
&lt;br /&gt;
It has one single main weapon, a Heavy Rail Cannon that can kill small titans in one shot if it successfully hits, it may also exchange the Rail Cannon&#039;s solid shot for a fragmentary round that  is designed to explode when fired above large clusters of enemies, raining dense fio&#039;tak projectiles down in a shower of devastation that can bypass any cover the enemy hopes to hide behind. This flexibility has proven to be a major asset in recent Tau campaigns. Whilst the Megalodon may be slower than the majority of Tau units, its skimmer capabilities mean that negotiating difficult terrain normally is not an issue. In battle, the Megalodon may normally be found engaging super-heavy enemy armour in places where the T&#039;au&#039;s regular anti super-heavies can not function.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Megalodon Super Heavy Assault Gunship || * || 6+ || * || 8 || 8 || 24 || * || 8 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 12 - 24+ || 12&amp;quot; || 3+ || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 6 - 11 || 6&amp;quot; || 4+ || D6&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 5 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Megalodon Super Heavy Assault Gunship&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Megalodon Super Heavy Assault Gunship is equipped with a Heavy Rail Cannon with both Solid Shot and Submunitions, a pair of Heavy Burst Cannons and 16 pulse carbines controlled by hardwired gun drones.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot;| When firing the Heavy rail cannon you may choose to fire it using solid shot or submunitions&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Rail Cannon (Solid Shot) || 120&amp;quot; || Macro 1 || 18 || -5 || 2D6 || Each to-wound roll of 6+ made for this weapon inflicts an additional D3 mortal wounds in addition to any other damage. (for Macro weapons see the top of this page or clik [[ Codex - Tau Auxiliary 8th edition #Cross faction Special rules | here]])&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Rail Cannon (Submunitions) || 120&amp;quot; || Macro 2D6 || 7 || -2 || 2 || Enemy models do not gain the benefits of cover when targetted by this weapon.&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Burst Cannon || 36&amp;quot; || Heavy 12 || 6 || -1 || 2 || ---&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Hover Tank:&#039;&#039; Distances must be measured to and from the hull of this model rather than its base&lt;br /&gt;
*&#039;&#039;Cataclysmic Explosion:&#039;&#039; If the Megalodon Super Heavy Assault Gunship is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes and each unit within 12&amp;quot; suffers 6 mortal wounds.&lt;br /&gt;
*&#039;&#039;Barrier Shield Generator:&#039;&#039; The Megalodon Super Heavy Assault Gunship has a 5+ Invulnerable Save.&lt;br /&gt;
*&#039;&#039;Flying Behemoth:&#039;&#039; This model does not suffer the penalty to to-hit rolls for moving and firing Heavy weapons. It can also still fire its weapons if enemy units are within 1&amp;quot; of it (but only (hardwired gun drones) pulse carbines can target units that are within 1&amp;quot; of it – its other guns must target other units). In addition this model only gains a bonus to its save in cover if at least half of the model is obscured from the firer.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;Sept&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords (Megalodon)&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|Vehicle, Fly, Earth Caste Experiment, TX-107 Megalodon Super Heavy Assault Gunship, Titanic}}&lt;br /&gt;
&lt;br /&gt;
==Kroot Mercenaries&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Unit List&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Ankor-Prok&lt;br /&gt;
*Kal-Slathra&lt;br /&gt;
*Great Shaper&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Kroot Carnivore Kindred&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Krootox Riders&lt;br /&gt;
*Kroot Stalker Kindred&lt;br /&gt;
*Shaper&lt;br /&gt;
*Kroot Pariah (Blank)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Kroot Raptor Kindred&lt;br /&gt;
*Kroot Hounds&lt;br /&gt;
*Knarloc Herd&lt;br /&gt;
*Knarloc Riders&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Kroot Headhunter Kindred&lt;br /&gt;
*Krootigor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Great Knarloc Riders&lt;br /&gt;
*Great Knarloc Herd&lt;br /&gt;
&lt;br /&gt;
===Special rules Kroot Mercenaries&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Wild Keyword &amp;lt;&#039;&#039;&#039;SHAPING&#039;&#039;&#039;&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;SHAPING&amp;gt; Keyword functions as the &amp;lt;CHAPTER&amp;gt;, or &amp;lt;SEPT&amp;gt; Keyword does, A Kroot Kindred with a different &amp;lt;SHAPING&amp;gt; Keyword from a Kroot Shaper, Great Shaper, Angkor Prok, or Kel-Slathra does not gain any benefit from the &#039;&#039;&#039;Wisest of All&#039;&#039;&#039; Ability, or any Totem&#039;s such units are equipped with. If you are using the Tau Auxiliary rules in your game, you may add the &amp;lt;SHAPING&amp;gt; Keyword to any units of Kroot Carnivores, Krootox Riders, Kroot Hounds, or Kroot Shapers in your army.&lt;br /&gt;
&lt;br /&gt;
In addition, if your army is Battleforged, all units with the &amp;lt;SHAPING&amp;gt; Keyword gain a benefit based on which &amp;lt;SHAPING&amp;gt; they belong to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;SHAPING&amp;gt; keywords include&lt;br /&gt;
&lt;br /&gt;
*First-Kindred - All &#039;&#039;&#039;&amp;lt;KROOT&amp;gt;&#039;&#039;&#039; models from this &#039;&#039;&#039;&amp;lt;SHAPING&amp;gt;&#039;&#039;&#039; gain +1 ld and +1 toughness, and all Models with the &amp;lt;Kroot Great Shaper&amp;gt;, or &amp;lt;Great Shaper&amp;gt; Keywords add 3&amp;quot; to the range of any Totem they are wielding (making it a 9&amp;quot; bubble).&lt;br /&gt;
&lt;br /&gt;
*Hawk-Kin - All &#039;&#039;&#039;&amp;lt;KROOT&amp;gt;&#039;&#039;&#039; models from this &#039;&#039;&#039;&amp;lt;SHAPING&amp;gt;&#039;&#039;&#039; may fall back from combat and shoot as though it possessed the &amp;lt;FLY&amp;gt; Keyword. In addition models from this &amp;lt;SHAPING&amp;gt; may charge and attack models with the &#039;&#039;&#039;Airborne&#039;&#039;&#039; ability as though they possessed the &amp;lt;FLY&amp;gt; Keyword.&lt;br /&gt;
&lt;br /&gt;
*Jungle-Skins - All &#039;&#039;&#039;&amp;lt;KROOT&amp;gt;&#039;&#039;&#039; models from this &#039;&#039;&#039;&amp;lt;SHAPING&amp;gt;&#039;&#039;&#039; increase their saves by +2 whenever they gain the benefits of cover, rather than +1.&lt;br /&gt;
&lt;br /&gt;
*Sharp-Eyes - All &#039;&#039;&#039;&amp;lt;KROOT&amp;gt;&#039;&#039;&#039; models from this &#039;&#039;&#039;&amp;lt;SHAPING&amp;gt;&#039;&#039;&#039; may increase the range of any ranged weapon by 6&amp;quot; so long as they do not move, advance, or fall-back in their previous movement phase.&lt;br /&gt;
&lt;br /&gt;
*Swift-Stride - All &#039;&#039;&#039;&amp;lt;KROOT&amp;gt;&#039;&#039;&#039; models from this &#039;&#039;&#039;&amp;lt;SHAPING&amp;gt;&#039;&#039;&#039; advance by D6+2&amp;quot; whenever they choose to advance, and charge D6+6&amp;quot; whenever they charge.&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Kroot Mercenaries&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons List (in rough power order)====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! Damage !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Boarding Shotgun || 12&amp;quot; || Assault 2  || 3 || 0 || 1 || If the target is within half range add +1 to this weapon&#039;s Strength&lt;br /&gt;
|-&lt;br /&gt;
| Splinter Pistol || 12&amp;quot; || Pistol 1 || * || 0 || 1 || This weapons wounds on a 4+ unless it is targetting a &amp;lt;VEHICLE&amp;gt;, in which case it wounds on a 6+&lt;br /&gt;
|-&lt;br /&gt;
| Shuriken Pistol || 12&amp;quot; || Pistol 1 || 3 || 0 || 1 || Each time you make a wound roll of 6+ with this weapon, that hit is resolved as AP-3 instead of 0&lt;br /&gt;
|-&lt;br /&gt;
| Bolt Pistol || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Las Pistol || 12&amp;quot; || Pistol 1 || 3 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Hand Flamer || 8&amp;quot; || Pistol 1D6 || 3 || 0 || 1 || This weapon hits automatically&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Pistol || 12&amp;quot; || Pistol 1 || 5 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Rifle (Shooting) || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Rifle || 30&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Carbine || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Splinter Rifle || 24&amp;quot; || Rapid Fire 1 || * || 0 || 1 || This weapons wounds on a 4+ unless it is targetting a &amp;lt;VEHICLE&amp;gt;, in which case it wounds on a 6+&lt;br /&gt;
|-&lt;br /&gt;
| Shuriken Catapult || 12&amp;quot; || Assault 2 || 4 || 0 || 1 || Each time you make a wound roll of 6+ with this weapon, that hit is resolved as AP-3 instead of 0&lt;br /&gt;
|-&lt;br /&gt;
| Astartes Scout Shotgun || 18&amp;quot; || Assault 2 || 4 || 0 || 1 || If the target is within half range add +1 to this weapon&#039;s Strength&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Headhunter Rifle (Shooting) || 36&amp;quot; || Heavy 1 || 4 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Bolter || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Gun || 48&amp;quot; || Rapid Fire 1 || 7 || -1 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Knarloc Heavy Bolt Thrower (Iron Bolts) || 48&amp;quot; || Heavy 4 || 7 || -2 || 2 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Knarloc Heavy Bolt Thrower (Explosive) || 48&amp;quot; || Heavy 2D3 || 5 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Krootigor Spines || 18&amp;quot; || * || 6 || 0 || 1 || This weapons type is Assault X, where X is equal to the number of attacks the wielder has&lt;br /&gt;
|-&lt;br /&gt;
| Flamer || 8&amp;quot; || Assault 1D6 || 4 || 0 || 1 || This weapon hits automatically&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Melee Weapon List (in rough power order)====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! Damage !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Rifle (Melee) || Melee || Melee || +1 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Krootox Fists || Melee || Melee || User || 0 || 2 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Ripping Fangs || Melee || Melee || User || -1 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Ritual Blade || Melee || Melee || User || 0 || 1 || If any models are destroyed by this weapon, all friendly &amp;lt;SHAPING&amp;gt; units within 6&amp;quot; do not have to take morale tests at the en of the turn.&lt;br /&gt;
|-&lt;br /&gt;
| Kroot Headhunter Rifle (Melee) || Melee || Melee || +1 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Chainsword || Melee || Melee || User || 0 || 1 || Each time the user fights, they may make 1 additional attack with this weapon&lt;br /&gt;
|-&lt;br /&gt;
| Eviscerator || Melee || Melee || +1 || -1 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Krootigor Fangs || Melee || Melee || User || -3 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Knarloc Beak || Melee || Melee || x2 || -3 || 2 || This weapon may only make one attack per fight sub-phase&lt;br /&gt;
|-&lt;br /&gt;
| Knarloc Claws || Melee || Melee || User || 0 || 1 || Each time the user fights, they may make 1 additional attack with this weapon&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Lance || Melee || Melee || +2 || -1 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Greater Knarloc Maw || Melee || Melee || x2 || -3 || 2D3 || This weapon may only make one attack per fight sub-phase. If this attack rolls a 5+ to wound then it deals an additional D3 Mortal Wounds.&lt;br /&gt;
|-&lt;br /&gt;
| Greater Knarloc Claws || Melee || Melee || +2 || -2 || 2 || Each time the user fights, they may make 1 additional attack with this weapon&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Totems &amp;amp; Fetishes (Give to a Great Shaper, 6&amp;quot; bubble buff)====&lt;br /&gt;
&lt;br /&gt;
* Totem of the Hawk (+1 To-hit)&lt;br /&gt;
* Totem of the Serpent (+1 To-Wound)&lt;br /&gt;
* Totem of the Brute (-1AP)&lt;br /&gt;
* Totem of the Favoured Son (5++ Inv save)&lt;br /&gt;
* Totem of the Hound (+2&amp;quot; Movement)&lt;br /&gt;
* Totem of the Lizard (Ignore Wounds on a 6+)&lt;br /&gt;
&lt;br /&gt;
===HQ: Ankor-Prok, Wisest of All Shapers &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Ankor-Prok, Wisest of All Shapers || 7&amp;quot; || 3+ || 4+ || 4 || 4 || 5 || 3 || 10 || 6+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Ankor-Prok, The Wisest of All Shapers&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Ankor-Prok, The Wisest of All Shapers, is equipped with a Pulse Rifle, a Pulse Pistol, a Ritual Blade, a Totem of the Favoured Son, A Totem of the Hawk, and a Totem of the Brute. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Shaper Commands&#039;&#039;: (Xenos 2, pg 59)&lt;br /&gt;
*&#039;&#039;Wisest of Their Kind&#039;&#039;: (Xenos 2, pg 59)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
T&#039;au Empire; Kroot; First Kindred Shaping&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unit Keywords&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry; Great Shaper; Character; Ankor-Prok, Wisest Of All Shapers;&lt;br /&gt;
&lt;br /&gt;
===HQ: Kal-Slathra, The Serpent Blooded &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
T&#039;au Empire; Kroot; Swift Stride Shaping&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unit Keywords&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Infantry; Great Shaper; Character; Kel-Slathra, The Serpent Blooded;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HQ: Great Shaper &#039;&#039;??? Points&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Great Shaper || 7&amp;quot; || 3+ || 4+ || 4 || 4 || 3 || 3 || 8 || 6+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Great Shaper&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Kroot Great Shaper is equipped with a Kroot Rifle, a Las Pistol, and a Ritual Blade. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
* A Kroot Great Shaper may replace his Kroot rifle with a Ranged Weapon from the following list...&lt;br /&gt;
**Pulse Rifle&lt;br /&gt;
**Pulse Carbine&lt;br /&gt;
**Splinter Rifle&lt;br /&gt;
**Shuriken Catapult&lt;br /&gt;
**Astartes Scout Shotgun&lt;br /&gt;
**Bolter&lt;br /&gt;
* A Kroot Great Shaper may replace his Las Pistol with a Ranged Weapon from the following list...&lt;br /&gt;
**Splinter Pistol&lt;br /&gt;
**Shuriken Catapult&lt;br /&gt;
**Hand Flamer&lt;br /&gt;
**Bolt Pistol&lt;br /&gt;
**Pulse Pistol&lt;br /&gt;
* A Kroot Great Shaper may take one of the following totems...&lt;br /&gt;
**Totem of the Hawk&lt;br /&gt;
**Totem of the Serpent&lt;br /&gt;
**Totem of the Brute&lt;br /&gt;
**Totem of the Favoured Son&lt;br /&gt;
**Totem of the Hound&lt;br /&gt;
**Totem of the Lizard&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;The Shaper Commands&#039;&#039;: (Xenos 2, pg 59)&lt;br /&gt;
*&#039;&#039;Wisest of Their Kind&#039;&#039;: (Xenos 2, pg 59)&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Kroot, &amp;lt;SHAPING&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Infantry; Character; Kroot Great Shaper&lt;br /&gt;
&lt;br /&gt;
===Elites: Kroot Headhunter Kindred &#039;&#039;??? Points&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;I swear! I swear upon the dark Gods that we didn&#039;t kill him! It was those savage animals that serve the T&#039;au! Their snipers shot him, and then their warriors butchered us, sacrificing our wounded to their Shapers and Shamans! Have mercy Master, please!&amp;quot; --Unknown Heretic to Chaos Lord Krogol during the Rebellion of Por&#039;vesh.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Kroot Headhunters are the most patient and accurate Kroot, who have mastered the art of the hunt. As such, they are revered, and given the training to use the finest crafted weapons of their race, the Headhunter Rifle. In addition, Headhunters will be permitted a sidearm, often a pulse pistol, due to fostering a respect from even the T&#039;au Fire Warriors. &lt;br /&gt;
&lt;br /&gt;
First deployed to great effect during the second Drukhari invasion of Pech, the highly accurate and concentrated fire from these warriors proved vital to Kroot victory at the battle at Korsal pass, a battle many consider the greatest to have ever taken place on Pech. Many a foe and commander have fallen to their deadeye aim, and the ever growing numbers of them will inevitably result in greater casualties for all enemies of the Shapers. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Headhunter || 7&amp;quot; || 3+ || 3+ || 3 || 3 || 2 || 2 || 6 || 6+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Kroot Headhunters&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Kroot Headhunter is equipped with a Kroot Headhunter Rifle, and a Las Pistol. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
* A Kroot Headhunter may replace his Las Pistol with a Ranged Weapon from the following list...&lt;br /&gt;
**Splinter Pistol&lt;br /&gt;
**Shuriken Catapult&lt;br /&gt;
**Hand Flamer&lt;br /&gt;
**Bolt Pistol&lt;br /&gt;
**Pulse Pistol&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Snipers&#039;&#039;: This unit may target &#039;&#039;&#039;CHARACTERS&#039;&#039;&#039; even if they are not the closest unit.&lt;br /&gt;
*&#039;&#039;Infiltrators&#039;&#039;: During Deployment this unit may be placed any where outside of the enemy deployment zone, so long as it is at least 12&amp;quot; away from any enemy unit.&lt;br /&gt;
*&#039;&#039;Headhunters&#039;&#039;: Should this unit ever roll a 6+ to-wound when making a shooting attack, the target unit suffers an addition Mortal Wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Kroot, &amp;lt;SHAPING&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Infantry, Kroot Headhunter&lt;br /&gt;
&lt;br /&gt;
===Fast Attack: Kroot Raptor Kindred &#039;&#039;??? Points&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem ipsum&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Raptor Kindred || 10&amp;quot; || 3+ || 4+ || 3 || 3 || 1 || 1 || 6 || 6+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Raptor Kindred&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Kroot Raptor Kindred is equipped with a Kroot Rifle. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*This unit may take up to 5 additional Raptor Kindred.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Stealthy Hunters&#039;&#039;: (Xenos 2, pg 58)&lt;br /&gt;
*&#039;&#039;Aggressive Rush&#039;&#039;: Roll a D6 every time a Raptor Kindred ends its charge move within 1&amp;quot; of an enemy unit; on a 6, that enemy unit suffers an additional wound with 1 damage.  &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Kroot&lt;br /&gt;
&#039;&#039;&#039;Infantry, Raptor Kindred, Fly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Heavy Support: Krootigor &#039;&#039;??? Points&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Krootigor || * || 4+ || * || 6 || 7 || 12 || * || 6 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 7 - 12+ || 8&amp;quot; || 4+ || 6 &lt;br /&gt;
|-&lt;br /&gt;
| 4 - 6 || 6&amp;quot; || 5+ || 2D3&lt;br /&gt;
|-&lt;br /&gt;
| 1 - 3 || 4&amp;quot; || 5+ || 2&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Krootigor&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Krootigor is equipped with Krootigor Spines and Krootigor Fangs&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Krootigor Spines || 18&amp;quot; || * || 6 || 0 || 1 || This weapons type is Assault X, where X is equal to the number of attacks this model has&lt;br /&gt;
|-&lt;br /&gt;
| Krootigor Fangs || Melee || Melee || User || -3 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;Great Beast&#039;&#039;: This unit inflicts a -2 penalty to any Battleshock rolls made by any non-&amp;lt;KROOT&amp;gt; units it is locked in combat with.&lt;br /&gt;
*&#039;&#039;Death-Roll&#039;&#039;: If this unit rolls a 6+ to wound in Melee combat it deals an additional Mortal Wound to the Target Unit. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Kroot&lt;br /&gt;
&#039;&#039;&#039;Keywords Krootigor&#039;&#039;&#039;&lt;br /&gt;
:Monster,&lt;br /&gt;
&lt;br /&gt;
==Gue&#039;Vesa &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;regiment&amp;gt; Gue&#039;Vesa &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
If you give your Astra Militarum models the Gue&#039;Vesa regiment Keyword then the following conditions apply.&lt;br /&gt;
&lt;br /&gt;
There are seperate ranged, special, heavy and melee weapon lists.&lt;br /&gt;
&lt;br /&gt;
* All lasguns are replaced with Mont&#039;Ka Pattern Lasgun&lt;br /&gt;
* All laspistols are replaced with Mont&#039;Ka Pattern Laspistol&lt;br /&gt;
* All models gain the &amp;lt;&#039;&#039;&#039;T&#039;au Empire&#039;&#039;&#039;&amp;gt; faction keyword and lose the &amp;lt;&#039;&#039;&#039;Astra Militarum&#039;&#039;&#039;&amp;gt; keyword&lt;br /&gt;
* All models gain the &amp;quot;For The Greater Good&amp;quot; ability&lt;br /&gt;
* Models that have the &amp;quot;Voice of Command&amp;quot; ability gain the &amp;quot;Voice of the Gue&#039;Vesa&amp;quot; ability (if they could use VOTC twice they may also use VOTGV twice)&lt;br /&gt;
* All models gain the &amp;quot;Traitors&amp;quot; special rule&lt;br /&gt;
&lt;br /&gt;
Units that may take the Gue&#039;Vesa Regiment key word are&lt;br /&gt;
&lt;br /&gt;
* Infantry squad&lt;br /&gt;
* Special Weapons squad&lt;br /&gt;
* Platoon Commander&lt;br /&gt;
* Company Commander&lt;br /&gt;
&lt;br /&gt;
===Unit List &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gue&#039;Vesa&#039;El Liaison&lt;br /&gt;
*Priest of the Greater Good&lt;br /&gt;
*Gue&#039;Vesa&#039;O Orion Pax&lt;br /&gt;
*Jeakim Slovas&lt;br /&gt;
*John &amp;quot;Redtail&amp;quot; Mather&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedicated Transports&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Sawfish Light Transport&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gue&#039;Vesa Sniper Squad&lt;br /&gt;
*Gue&#039;Vesa Strike Team&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Gue&#039;Vesa Jump Sentinel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Dogfish Medium Battle Tank&lt;br /&gt;
*Stonefish Mobile Artillery Platform&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fliers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Valkyrie Pisces&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lords of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* XV 11-8 Bane-Crawler&lt;br /&gt;
&lt;br /&gt;
===Special rules Gue&#039;Vesa&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
* &#039;&#039;&#039;Traitors&#039;&#039;&#039;: &#039;&#039;Although the humans who have joined the Tau empire bear no ill-will towards their former compatriots, the same can not be said of Imperial troops fighting the auxiliaries.&#039;&#039; &#039;&#039;&#039;Imperium&#039;&#039;&#039; Models will have a +1 to hit on &#039;&#039;&#039;Gue&#039;vesa&#039;&#039;&#039; in combat&lt;br /&gt;
*&#039;&#039;&#039;Voice of the Gue&#039;Vesa:&#039;&#039;&#039; At the start of your turn, all Gue&#039;Vesa &amp;lt;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&amp;gt; units within 6” of the &amp;lt;&#039;&#039;&#039;Gue&#039;Vesa Liaison&#039;&#039;&#039;&amp;gt; gain one of the following benefits until the start of your next movement phase.&lt;br /&gt;
::- Whenever a model suffers an unsaved wound roll a D6, on a 6+ that wound is ignored.&lt;br /&gt;
::- This unit always attacks first in the Combat phase.&lt;br /&gt;
::- This unit rolls 2D6 for all morale tests, and picks the lowest dice for their result.&lt;br /&gt;
&lt;br /&gt;
====Wild Keyword &amp;lt;Regiment&amp;gt; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
While the Gue&#039;vesa have long since left the bleak and overly draconic dystopian authority of the Astra Militarum behind, they did not forget the beneficial teachings of their stints in the Imperium&#039;s grand forces. Instead blending and refining the lessons they had learned with the combat style of their new T&#039;au allies. These new regiments form the heart of the Gue&#039;vesa fighting force, and are often seen battling alongside similarly specialised T&#039;au Hunter Cadres. The regiment names are often taken from the warzone in which the Gue&#039;vesa found themselves defecting to the T&#039;au empire.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt; Keywords include&lt;br /&gt;
&lt;br /&gt;
* T&#039;Ros Ospreys&lt;br /&gt;
* Dal&#039;yth 2nd&lt;br /&gt;
* Damocles Dragoons&lt;br /&gt;
* Ghosts of Gorgon&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Gue&#039;Vesa&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Weapons List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! Damage !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Shotgun || 12&amp;quot; || Assault 2 || 3 || 0 || 1 || If the target is within half range add +1 to this weapon&#039;s Strength || 0 &lt;br /&gt;
|-&lt;br /&gt;
| Mont&#039;Ka Pattern Laspistol || 12&amp;quot; || Pistol 2 || 3 || 0 || 1 || --- || 1&lt;br /&gt;
|-&lt;br /&gt;
| Mont&#039;Ka Pattern Lasgun || 24&amp;quot; || Rapid Fire 2  || 3 || 0 || 1 || --- || 1 &lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;Ka Pattern Hellpistol || 12&amp;quot; || Pistol 2 || 3 || -2 || 1 || --- || 7&lt;br /&gt;
|-&lt;br /&gt;
| Sha&#039;Ka Pattern Hellgun || 18&amp;quot; || Assault 4 || 3 || -2 || D3 || --- || 18&lt;br /&gt;
|-&lt;br /&gt;
| Flamer || 8&amp;quot; || Assault 1D6 || 4 || 0 || 1 || This weapon hits automatically || 7&lt;br /&gt;
|-&lt;br /&gt;
| Fusion Lance || 18&amp;quot; || Assault 1 || 7 || -3 || D3 || At half range this weapon does D6 damage || 11&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa Grenade Launcher (Frag) || 24&amp;quot; || Assault 1D3 || 3 || 0 || 1 || --- || &lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa Grenade Launcher (Krak) || 24&amp;quot; || Assault 1 || 6 || -1 || D3 || --- || &lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa Grenade Launcher (Photon) || 24&amp;quot; || Assault 1D6 || - || - || - || This profile does not inflict any damage. Your opponent must subtract 1 from any hit rolls made by &amp;lt;&#039;&#039;&#039;INFANTRY&#039;&#039;&#039;&amp;gt; units that have suffered any hits from this profile until the end of their combat phase. ||&lt;br /&gt;
|-&lt;br /&gt;
| Strike Team Plasma Rifle || 24&amp;quot; || Assault 1 || 6 || -3 || 1 || If a model equipped with this weapon does not move or advance in its previous movement phase it may fire this weapon twice || 8&lt;br /&gt;
|-&lt;br /&gt;
| Plasma Pistol|| 12&amp;quot; || Pistol 1 || 6 || -3 || 1 || --- || 5&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! Damage !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Combat Blade || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it may make one additional attack with this weapon || 0 &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mont&#039;Ka Pattern Lasgun&#039;&#039;&#039; &#039;&#039;One of the many hidden concerns of the Ethereal caste when the Gue&#039;vesa deserters were folded into the Tau Empire&#039;s Warforce was that they held no certain guarantee that they would not turn traitor on the Fire Caste during any battles in which they were deployed. Eventually it was decided, in order to counter this potentially diasterous scenario, that every Gue&#039;Vesa weapon would be outfitted with a Kill-Switch that would cause the equipment to malfunction explosively without appearing to be intentional sabotage. In order to make sure this plan was possible every single Gue&#039;Vesa soldier was given a Mont&#039;Ka Pattern Lasgun, modelled after the Triplex Pattern Lasgun, to replace their old imperial models, under the guise of an upgraded arsenal to help them fight alongside the Fire Caste. Most Gue&#039;Vesa soldiers can go their entire careers without realising they are holding a bomb designed to kill them should they ever choose to betray their new culture, but, as the Ethereal Council decided &amp;quot;Such is the cost of treachery&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special weapon list&#039;&#039;&#039;&lt;br /&gt;
* Flamer&lt;br /&gt;
* Fusion Lance&lt;br /&gt;
* Ion Rifle&lt;br /&gt;
* Long-shot Pulse Rifle&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy weapon list&#039;&#039;&#039;&lt;br /&gt;
* Airbursting Fragmentation Projector&lt;br /&gt;
* Missile Pod&lt;br /&gt;
* Smart Missile System&lt;br /&gt;
* High-Intensity Markerlight &lt;br /&gt;
* Burst Cannon&lt;br /&gt;
&lt;br /&gt;
===HQ: Gue&#039;Vesa Auxiliary Liaison &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;Gentleman, as usual, the dirty work of siege warfare is up to us. - Gue&#039;Ves&#039;El Yelvin Torrens, addressing his men before the siege of Jurok&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Commanding the detachment of Gue&#039;Vesa auxiliary, the Liaison helps the Tau Fire caste commanders better utilize the Gue&#039;Vesa. While nominally outranking most of the Fire Caste, the Liaison typically only leads the Gue&#039;Vesa. Despite this, he is seen as a valuable ally.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa&#039;El || 6&amp;quot; || 3+ || 3+ || 3 || 3 || 4 || 3 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit is comprised of one Gue&#039;Vesa&#039;El&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Gue&#039;Vesa&#039;El is equipped with a Mont&#039;Ka Lasgun, a Mont&#039;Ka Laspistol, a Combat Blade, and Photon Grenades&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*May exchange his Mont&#039;Ka Lasgun for a ---&lt;br /&gt;
:-Pulse Rifle &lt;br /&gt;
:-Pulse Carbine&lt;br /&gt;
:-Pulse Blaster&lt;br /&gt;
:-Sha&#039;Ka Hellgun&lt;br /&gt;
*May exchange his Mont&#039;Ka Laspistol for a ---&lt;br /&gt;
:-Shotgun&lt;br /&gt;
:-Pulse Pistol&lt;br /&gt;
:-Sha&#039;Ka Hellpistol&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Voice of the Gue&#039;vesa&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire; Gue&#039;Vesa, &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords - Gue&#039;Vesa&#039;El&#039;&#039;&#039;&lt;br /&gt;
:Infantry; Gue&#039;Vesa&#039;El; Character; Liaison&lt;br /&gt;
&lt;br /&gt;
===HQ: Priest of The Greater Good &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;WIP&#039;&#039;&#039;&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Believe, brothers! Believe in the Greater Good, let our enemies tremble in terror!&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Former Imperial priests who have been shown the error of their ways, and have taken up service to the Ethereals as atonement for their Transgressions. Fierce warriors equipped with finely crafted armors and trained in the use of fiery rhetoric, these warrior priests know no fear but fear itself. Though limited in number, they are a popular among the Gue&#039;vesa population of the T&#039;au Empire.&lt;br /&gt;
 &lt;br /&gt;
Indeed, T&#039;au propaganda broadcasts often depict them as the pinnacle of service to the empire, and this is not untrue. The physical training is extremely taxing, and many drop out or die in the attempt. Further still drop out, the intellectual demands leaving only the purest to serve the Empire.  &amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa Aun&#039;Saal || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 3 || 3 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit is comprised of one Gue&#039;Vesa Aun&#039;Saal. This unit may take up to two additional Gue&#039;Vesa Aun&#039;Saal.&amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Gue&#039;Vesa&#039;Aun&#039;Saal is equipped with a Mont&#039;Ka Laspistol, and a Combat Blade&lt;br /&gt;
:&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;:&lt;br /&gt;
*May exchange his Mont&#039;Ka Laspistol for a ---&lt;br /&gt;
:-Shotgun&lt;br /&gt;
:-Pulse Pistol&lt;br /&gt;
:-Sha&#039;Ka Hellpistol&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Martyrdom&#039;&#039;&#039;: &#039;&#039;Such is their unending fervour &amp;amp; unshakable faith in the Greater Good these priest&#039;s rhetoric can sway the hearts of their Gue&#039;Vesa to unbreaking valour.&#039;&#039; All &amp;lt;&#039;&#039;&#039;Gue&#039;Vesa&#039;&#039;&#039;&amp;gt; infantry units with 6&amp;quot; may use this models Ld when making Morale checks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire; Gue&#039;Vesa, &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords - Gue&#039;Vesa Aun&#039;Saal&#039;&#039;&#039;&lt;br /&gt;
:Infantry; Gue&#039;Vesa Aun&#039;Saal; Character;&lt;br /&gt;
&lt;br /&gt;
===HQ: Jeakim Slovas &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;WIP&#039;&#039;&#039;&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Goooooood morning, Damocles!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Jeakim Slovas || 6&amp;quot; || 4+ || 3+ || 3 || 3 || 4 || 3 || 9 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit is comprised of Jeakim Slovas. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Gue&#039;Vesa&#039;Aun&#039;Saal is equipped with a Sha&#039;Ka Helpistol, a Combat Blade, and a personal Shield Generator&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator&#039;&#039;&#039;: This model has a 4++ Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Martyrdom&#039;&#039;&#039;: &#039;&#039;Such is their unending fervour &amp;amp; unshakable faith in the Greater Good these priest&#039;s rhetoric can sway the hearts of their Gue&#039;Vesa to unbreaking valour.&#039;&#039; All &amp;lt;&#039;&#039;&#039;Gue&#039;Vesa&#039;&#039;&#039;&amp;gt; infantry units with 6&amp;quot; may use this models Ld when making Morale checks.&lt;br /&gt;
*&#039;&#039;&#039;Radio Presence&#039;&#039;&#039;: Once per battle, at the beginning of your turn, you may activate this ability. Until the start of your next movement phase, all &amp;lt;&#039;&#039;&#039;Gue&#039;Vesa&#039;&#039;&#039;&amp;gt; units may roll two dice for their morale checks, and discard the highest result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire; Gue&#039;Vesa, &amp;lt;&#039;&#039;&#039;Damocles Dragoons&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords - Jeakim Slovas&#039;&#039;&#039;&lt;br /&gt;
:Infantry; Jeakim Slovas; Character;&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport: Sawfish Light Transport &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt;&#039;&#039;&#039;WIP&#039;&#039;&#039;&amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Nothing like the wind in your hair, eh Lads?&amp;quot; &amp;quot;Not the time Sarge&amp;quot; Black Box recording of the first transport test flight of the Sawfish, Team was Harakoni Ospreys.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Once again demonstrating their nigh suicidal preference for high speed deployment, the Elysian &amp;amp; Harakoni engineers that joined the Gue&#039;vesa turned their attention to some of the wrecked and ruined Piranha skimmers that still dotted the T&#039;ros desert scape with the intention of creating a small, but fast troop transport.&lt;br /&gt;
&lt;br /&gt;
They definitely succeeded.&lt;br /&gt;
&lt;br /&gt;
Retaining all the speed of the Piranha it&#039;s based on, the Sawfish High-Altitude Shielded Personal Carrier is a high speed transport, capable of zooming across the battlefield in a matter of seconds, deploying its cargo, before picking up another load of troops, and moving them to where they are needed most.&lt;br /&gt;
&lt;br /&gt;
The only problem with its current design, is the lack of armament, in order to make space for the improved Skimmer Engines, Shield Generators, Hand Holds, and Runner strips, the Sawfish can only mount a Single Burst Cannon or Fusion Blaster, making it unsuitable for duties outside of troop transport.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sawfish Light Transport || 16&amp;quot; || 6+ || 4+ || 4 || 5 || 6 || 2 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit contains 1 Sawfish Light Transport. &amp;lt;br&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Sawfish Light Transport is equipped with a Burst Cannon&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes&#039;&#039;&#039;: If a Sawfish is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6+ it explodes and each unit with 3&amp;quot; suffers a Mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shield Generator&#039;&#039;&#039;: This model has a 4++ Invulnerable save.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Transport&#039;&#039;&#039;&lt;br /&gt;
This model can transport up to 6 &amp;lt;&#039;&#039;&#039;Gue&#039;Vesa&#039;&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&amp;gt; models&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire; Gue&#039;Vesa, &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords - Sawfish Light Transport&#039;&#039;&#039;&lt;br /&gt;
:Vehicle; Fly; Sawfish Light Transport;&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport: Spookfish APC&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Lorem Ipsum Dolor Sit Amet&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Spookfish APC || * || 6+ || * || 6 || 7 || 10 || * || 7 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 6-10 || 12&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 8&amp;quot; || 5+ || 1D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This Unit consists of one Spookfish APC&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Spookfish APC is equipped with a Missile Pod, a Smart Missile Systems, and two Mont&#039;Ka Lasgun Arrays.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Mont&#039;Ka Lasgun Array || 24&amp;quot; || Rapid Fire 6 || 3 || 0 || 1 || This weapon may only be fired if a unit is embarked on the vehicle equipped with it. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
A Spookfish APC may replace its ---&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes&#039;&#039;&#039;: If a Spookfish APC is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&#039;&#039;&#039;Transport&#039;&#039;&#039;&lt;br /&gt;
:This model can transport up to 12 &amp;lt;&#039;&#039;&#039;Gue&#039;Vesa&#039;&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;&#039;Infantry&#039;&#039;&#039;&amp;gt; models&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Gue&#039;Vesa &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Spookfish APC&lt;br /&gt;
: Vehicle; Spookfish APC&lt;br /&gt;
&lt;br /&gt;
===Elite: Gue&#039;Vesa Sniper Team &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;The Valkyrie&#039;s Mark falls upon my prey. Forgive me God Emperor, for I shall take the life of one of your servants&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Mathis slid on his belly across the surface of a rock, gently crawling forward on the tips of his fingers and toes. A rifle was cradled underneath his belly, and held in place with elbows. With the full cover of his cloak, the sniper probably looked more akin to a bush than a six foot, one inch tall human. Mathis scanned the battlefield going on below, from his perch inside of a cliff facing. To his sides, five of his brothers in arms were setting up the scopes for their rifles.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Squad leader quietly rubbed sand directly into the lense of his scope, then unzipped a freezer-bag full of crushed ice, to place directly in his mouth. With his rituals complete, Mathis scanned the battlefield for his Quarry, and surely enough the space marine commander was engaged with a crisis team. Several Valkyrie&#039;s Marks were held in place on his armor by forward spotters, which he pointed his uplink towards to gain targeting data.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;On my mark-..&amp;quot; Mathis mouthed through his numb tongue into the cool night air, and with the ice in his mouth not a single breath could be seen. He tapped his toes into the sand, once, twice.. And thrice as all six rifles kicked in unison. The heaviest of the rifles made the most noise as their plasma bolts split the air, and thunder responded as it rushed back into the brief void. Their quarry looked surprised for a moment, as if the unthinkable happened. His Arm had been vaporized at the shoulder, with only a sliver of metal still holding the rest to his body, and a krak-grenade sized hole was present in his lower torso.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mathis stood and signaled his squad to get moving, when he noticed a splattering of blood on his legs. Jonas; the sniper beside him, was bisected from his forehead to crotch by a still-burning slug embedded in the cliff-wall. He had just enough time to shout out &amp;quot;COUNTER SNIPERS!&amp;quot; before his leg was vaporized from the kneecap down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the Fire Warrior caste prefers more mobile warfare. Some Tau commanders have started to use Gue&#039;Vesa in a sniper role. Infiltrating the battlefield days before the battle, these men wait for the shots that can change the course of the battle. Equipped with Longshot Pulse Rifles normally equipped on sniper drones, they can take out most of the commanders that the Tau face, for the heavier foes the Sniper Teams sometimes will be issued Tau Rail Rifles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa&#039;la || 6&amp;quot; || 4+ || 4+ || 3 || 3|| 1 || 1 || 6 || 5+ &lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa&#039;ui || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 2 || 7 || 5+  &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 2 Gue&#039;Vesa&#039;la and 1 Gue&#039;Vesa&#039;ui. May take upto 3 additional Gue&#039;Vesa La &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Each Gue&#039;Vesa is equipped with a Long-shot Pulse Rifle.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Long-Shot Pulse Rifle || 48&amp;quot; || Rapid Fire 1 || 5 || 0 || 1 || This weapon may target a &amp;lt;&#039;&#039;&#039;CHARACTER&#039;&#039;&#039;&amp;gt; even if they are not the closest enemy unit.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Marksman&#039;&#039;&#039;: Each time you make a wound roll of 6+ for this unit&#039;s shooting attacks, the target unit suffers an additional Mortal Wound.&lt;br /&gt;
*&#039;&#039;&#039;Night-Sight Scope&#039;&#039;&#039;: This unit doesn&#039;t duffer any penalties to their to-hit rolls for low-vision conditions&lt;br /&gt;
*&#039;&#039;&#039;Camo Cloaks&#039;&#039;&#039;: When this unit beneifits from cover increase its save by 2+, instead of 1+.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Gue&#039;vesa, &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;&lt;br /&gt;
:Infantry, Gue&#039;vesa Sniper Team&lt;br /&gt;
&lt;br /&gt;
===Elite: Gue&#039;Vesa Strike Team&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Squads Alpha, Charlie, Hotel, Whiskey hitting the ground in 5. Shas&#039;O, we will take the pressure off of your men!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;John Mather relaxed his legs while the ground rushed up underneath him, as he trusted the altimeter to deploy the chute at the absolute last second. The man drew up, and swung his body forwards to gain more momentum, when suddenly the chute jerked his entire body back. The ground came and he ducked into a roll with a carbine tucked horizontally over his torso. The whole world then rotated around him twice before he could break the motion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He came out shooting, three seconds before he took aim. The snap-fires caught a guardsman right between the plates of his flak armor, and incinerated his guts. John leaped over the tumbling guardsman corpse, and four shots climbed the torso of a second guardsmen, with the last one splattering bone fragments from his chin in various directions. Two more of his brothers dropped to the ground firing, just in time to catch the third gunner as he took aim for John.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;John kept moving even as more men fell to the ground. &amp;quot;Come my Doves, follow the red-tail! We&#039;re on a hunt!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An elite team forged by some of the most skilled Gue&#039;Vesa in the septs. Often drawn from former drop regiments, or their decendents. Gue&#039;Vesa strike teams are all equipped with the same Grav-chutes that they trained as in their former regiments, which these teams utilize to make hot-drops into fortified positions.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa&#039;Ui || 7&amp;quot; || 4+ || 3+ || 3 || 3 || 1 || 1 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa&#039;Vre || 7&amp;quot; || 4+ || 3+ || 3 || 3 || 1 || 1 || 8 || 4+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit is comprised of 4 Gue&#039;Vesa&#039;Ui and a Gue&#039;Vesa&#039;Vre. It may take 5 additional Gue&#039;Vesa&#039;Ui&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Each Gue&#039;Vesa&#039;Ui is equipped with a Pulse Carbine, a Combat Blade Frag Grenades, Krak Grenades, and Photon Grenades. The Gue&#039;Vesa&#039;Vre is equipped with a Pulse Pistol, a CCW, and Frag, Krak, and Photon Grenades&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The Gue&#039;Vesa&#039;Vre may exchange his Pulse Pistol and/or Combat Blade for one of the options from the following list ---&lt;br /&gt;
** Shotgun&lt;br /&gt;
** Mont&#039;Ka Laspistol&lt;br /&gt;
** Plasma Pistol&lt;br /&gt;
&lt;br /&gt;
*Any Gue&#039;Vesa&#039;Ui may exchange their Pulse Carbine and/or Combat Blade for one of the options from the following list ---&lt;br /&gt;
** Pulse Pistol&lt;br /&gt;
** Pulse Rifle&lt;br /&gt;
** Pulse Blaster&lt;br /&gt;
&lt;br /&gt;
*Up to four Gue&#039;Vesa&#039;Ui may exchange their Pulse Carbine for one of the following ---&lt;br /&gt;
** Flamer&lt;br /&gt;
** Gue&#039;Vesa Grenade Launcher (Frag, Krak, Photon)&lt;br /&gt;
** Ion Rifle&lt;br /&gt;
** Rail Rifle&lt;br /&gt;
** Strike Team Plasma Rifle&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hot Drop&#039;&#039;&#039;: During deployment you can set this squad up in a Pisces Transport instead of setting them up on the battlefield. At the end of any of your movement phases, they can Hot Drop on to the battlefield - set them up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Cadre Tactics&#039;&#039;&#039;: Strike Teams are often formed from Veteran squads that have joined the greater good, turning their specialist training to the agenda of the T&#039;au empire. during Deployment each unit with this ability must choose one of the following Cadre Tactics, this cannot be changed.&lt;br /&gt;
**&#039;&#039;&#039;Recon Vanguard&#039;&#039;&#039;: Models in this unit add 2 rather than 1 to their saves when benefitting from cover.&lt;br /&gt;
**&#039;&#039;&#039;Stalwart Rearguard&#039;&#039;&#039;: Models in this unit may re-roll any failed save.&lt;br /&gt;
**&#039;&#039;&#039;Rapid Response&#039;&#039;&#039;: Models in this unit may, once per battle, Advance and Shoot as if they hadn&#039;t moved that turn.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Gue&#039;Vesa, &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Gue&#039;Vesa Strike Team&lt;br /&gt;
: Infantry; Gue&#039;Vesa Strike Team&lt;br /&gt;
&lt;br /&gt;
===Fast Attack: Gue&#039;Vesa Jump Sentinel&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;&amp;quot;Matching suicide burns in three.. Thrusters engaged! Let&#039;s teach those damn orks the meaning of Dynamic Entry!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The offbrand Gue&#039;vesa Piranha, these lightly modified sentinels are equipped with jump jets not only to enhance mobility, but also to give it an extra crushing blow when dropping on enemy lines. Indeed, many unfortunate foe have been crushed moments after hearing the distinct scream of the Jump jets propelling the machine downward.&lt;br /&gt;
&lt;br /&gt;
Once in position, the mighty Jump Sentinel releases a payload of punishing fire upon its now helpless prey, spraying them with flames and burst cannon fire, cutting down any foe unfortunate enough to survive the entry of the Gue&#039;vesa war engines. In addition, these units can be used to provide rapid support to stranded or pinned down infantry squads, support that rarely goes unappreciated.&lt;br /&gt;
&lt;br /&gt;
(Best bet for building a jump Sentinel? Try using the jetpack from an XV8, and replace the regular weapons with either a burst cannon, flamer, missile pod, or fusion blaster. It&#039;ll take some kit bashing magic, but luckily you can use your imagination to make it look the way you want.) &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Jump Sentinel || 10&amp;quot; || 4+ || 4+ || 5 || 5 || 6 || 1 || 7 || 3+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit is comprised of 1 Gue&#039;Vesa Jump Sentinel. It may take 1 or 2 additional Gue&#039;Vesa Jump Sentinels.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Each Gue&#039;Vesa Jump Sentinel is equipped with a Flamer&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;&lt;br /&gt;
*Any Gue&#039;Vesa Jump Sentinel may replace their Flamer with a ---&lt;br /&gt;
** Burst Cannon&lt;br /&gt;
** Fusion Blaster&lt;br /&gt;
** Missile Pod&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes&#039;&#039;&#039;: If a model in this unit is reduced to 0 wounds roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit with 3&amp;quot; suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Hot Drop&#039;&#039;&#039;: During deployment you can set this squad up in a Pisces Transport instead of setting them up on the battlefield. At the end of any of your movement phases, they can Hot Drop on to the battlefield - set them up anywhere on the battlefield that is more than 9&amp;quot; away from enemy models.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Impact&#039;&#039;&#039;: Roll a D6 each time a Gue&#039;Vesa Jump Sentinel finishes a charge within 1&amp;quot; of an enemy unit; on a 6 that enemy unit suffers a mortal wound.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire; Gue&#039;Vesa; &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Gue&#039;Vesa Jump Sentinel&lt;br /&gt;
:Vehicle; Fly; Gue&#039;Vesa Jump Sentinel&lt;br /&gt;
&lt;br /&gt;
===Heavy Support: Gue&#039;Vesa Heavy Weapon Squad&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Designating target! Shas&#039;O, you are clear to launch Seeker missiles now!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Gue&#039;Vesa Heavy Weapons squads are the T&#039;au counterpart to Imperial Heavy Weapon teams. They are designed to take the loathsome role of holding a position, and having the weaponry to kill or hurt anything that get near their entrenched position.&lt;br /&gt;
&lt;br /&gt;
Alternatively, some commanders opt to use them as either light artillery, or as spotters for the rest of the army. Notably, these units are given a degree of trust most Auxiliaries are not permitted, allowed to use weapons that would almost always be fielded on either a Battlesuit or a tank, an honor that many units take with pride.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Weapon Team || 5&amp;quot; || 4+ || 4+ || 3 || 3 || 2 || 1 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Gue&#039;Vesa&#039;Ui || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 1 || 7 || 4+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit is comprised of 3 Heavy Weapon Teams, and 1 Gue&#039;Vesa&#039;Ui. It may take up to 3 additional Gue&#039;Vesa Heavy Weapon Teams.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Heavy Weapon Team is equipped with a Mont&#039;Ka Laspistol. A Gue&#039;Vesa Ui is equipped with a Pulse Carbine, a Markerlight, and Photon Grenades&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;&lt;br /&gt;
* A Heavy Weapon Team must choose one of the following options&lt;br /&gt;
:* - Long Barrelled Burst Cannon&lt;br /&gt;
:* - High Yield Missile Pod&lt;br /&gt;
:* - High Intensity Markerlight&lt;br /&gt;
:* - Airbursting Fragmentation Projector&lt;br /&gt;
:* - Heavy Rail Rifle&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Traitors&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire; Gue&#039;Vesa; &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039; (Gue&#039;Vesa Heavy Weapon Team)&lt;br /&gt;
:Infantry; Gue&#039;Vesa Heavy Weapon Team&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039; (Gue&#039;Vesa&#039;Ui)&lt;br /&gt;
:Infantry; Gue&#039;Vesa&#039;Ui&lt;br /&gt;
&lt;br /&gt;
===Heavy Support: Dogfish Battle Tank&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;What have they done! The machine spirits scream in the agony of the heresy committed upon them! -Techpriest 33108, upon the recovery of a Dogfish class tank.&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dogfish Tempest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The workhorse of the Imperial Army, the Leman Russ Battle Tank was left behind in huge numbers during the Imperium’s extraction from the Damocles Gulf, during the Damocles Crusade, and their rout from the Mining planet of T’ros, and while the Tau Fire Caste looks upon the Leman Russ as slow, and primitive, their Gue’Vesa allies have continued to use the Leman Russ with added modifications by the Tau’s Earth Caste, retrofitting new weapon loadouts, sub-systems, and power sources.&lt;br /&gt;
&lt;br /&gt;
Initially built from the Leman Russ Punisher, the Dogfish Tempest retains the devastating fire rate of its originator, but has been upgraded to carry a set of 4 independently operated Burst Cannons, alongside an inbuilt Point Defence Targeting Relay, allowing the Tempest to act as the Gue’Vesa’s primary defensive tank, capable of beating back hordes of Ork Boyz, Tyranid Gaunts, Elder Warriors, &amp;amp; those still loyal to the Imperium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfish Thunderhead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Tau have long since mastered Plasma, making the Leman Russ Executioner look remarkably primitive in comparison to their own technology, the constant threat of shorting out, venting steam into the crew compartments, discharging the containment field, or just overloading the coupling and exploding making the Tau earth caste engineers &amp;amp; scientists whose job it was to analyse the vehicle shake their heads in disappointment at the crudeness of the weapon, before taking the technology and using it to develop the Thunderhead.&lt;br /&gt;
&lt;br /&gt;
Far more refined than the Executioner Plasma Cannon, the Thunderhead boasts a greater rate of fire &amp;amp; much greater stability; however this upgrade comes at the cost of the Executioners firepower &amp;amp; area of effect, making the Thunderhead an excellent Heavy Infantry hunter, &amp;amp; Light Vehicle killer, while it is unable to deal with threats of the same calibre as its originator.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfish Undertow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Riptide’s development history was long, and riddled with difficulties &amp;amp; setbacks, firstly the constant search for a suitable power source, which finally ended with the creation of the Nova Power Core Reactor, and the development of suitable weaponry.&lt;br /&gt;
&lt;br /&gt;
Originally the Earth Caste attempted to make an overgrown version of the Pulse Sub-munition Rifle, mounted on the XV-9 Hazard suit, but the extreme weight of this weapon made it unsuitable for the mobility requirements, while the regular Battlesuit weapons didn’t have the punch that the Riptide was supposed to deliver.&lt;br /&gt;
&lt;br /&gt;
This led the Earth Caste to develop the Ripple Cannon, a prototype phase for the Riptides eventual weapon, the Heavy Burst Cannon. The Ripple Cannon was designed to test the Nova Reactors power limits before the power limiters were released and the initial tests were promising, the Nova reactor providing more than enough power; however when overcharged the Ripple cannon had a near 80% chance of self-destructing, as its internal components were unable to handle the high tolerances demanded by the full power of the Nova Reactor. As such the Prototype Ripple Cannons were thrown to the side as the Earth Caste worked on the Heavy Burst Cannon, until Gue’Vesa Fio’El Dal’yth Aeron Ron’Shi found the blue-prints, and with permission from his Fio’O supervisor mounted it on a Dogfish with an upgraded Plasma Generator.&lt;br /&gt;
&lt;br /&gt;
Christened the Dogfish Undertow, the Ripple Cannon has proven its worth in combating the heavy infantry of the Ork Hordes, the larger Bioforms of the Tyranid Swarms, &amp;amp; the elite Storm troopers of the Astra Militarum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dogfish Fogbank&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Leman Russ Battle tank is possibly the most versatile vehicle found in the Imperium of Man, however for all of its variants the Tau encountered in the Damocles Crusade, The T’ros Campaign, and the various Brush-Fire conflicts that erupt every so often, the Tau have never noticed a Variant that was able to provide any anti-air fire, that purpose being relegated to the Chimera-Mounted Hydra-Flak Tank.&lt;br /&gt;
&lt;br /&gt;
However in the aftermath of most battles the Hydra’s were too heavily damaged, or recovered by Imperial forces before the Tau earth Caste engineers could find a suitable specimen. This has led to the Gue’Vesa Engineers working with the Earth Caste to replicate the Hydra-Flak tanks level of Anti-Air fire without access to any blueprints, working examples, or usable templates.&lt;br /&gt;
&lt;br /&gt;
Originally, the Earth Caste thought that the best way to emulate the Hydra’s long range, would be a Heavy Rail-Rifle Battery, mounted on a modified Skyray Tower, allowing for a field of fire that could include Ground-based opponents, however the recoil forced upon the gun tower by the rapid firing rate required was deemed too high for the Materials to handle, and the idea was scrapped in favour of a Modified Smart Missile System which was currently undergoing prototype testing for usage with the Skyray Missile Defence Gunship. Called the Fogbank Missile Pod, the missiles payload was extensively modified to maximise range, stability and accuracy, allowing it to act as a weaker variant of the Seeker Missile for use in extended campaigns where supplies could run low, while being outfitting with the drone intelligence of the Smart-Missile-System allowed it be fired at targets beyond the wielders Line of Sight without the aid of Markerlight targeting data.&lt;br /&gt;
&lt;br /&gt;
As it is still in its testing phase, the Fogbank Missile Pod has been given to the Gue’Vesa Auxiliaries for the purpose of testing its efficiency on the battlefield, however the Engineers of the Earth Caste have High Hopes for the Weapon, and the Tanks they have outfitted it with.&lt;br /&gt;
&lt;br /&gt;
(No tips here. You&#039;ll have to make it yourself. On the bright side, so long as it isn&#039;t [[Lord of Skulls|stupid looking]], you can build it however you want.)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Dogfish Medium Battle Tank  || * || 6+ || * || 7 || 8 || 12 || * || 7 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 10&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 5+ || 1D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This Unit consists of one Dogfish Medium Battle Tank&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Dogfish Medium Battle Tank is Equipped with a Quad-Linked Burst Cannon Array and 2 Heavy Flamers&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Quad-Linked Burst Cannon Array || 36&amp;quot; || Assault 16 || 5 || 0 || 1 || --- &lt;br /&gt;
|-&lt;br /&gt;
| Thunderhead Plasma Cannon || 36&amp;quot; || Heavy 5 || 8 || -3 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Undertow Ripple Cannon || 36&amp;quot; || Assault 6 || 6 || -1 || 1 || All wound rolls of 6+ have an AP of -3 &lt;br /&gt;
|-&lt;br /&gt;
| Twin Fogbank Missile Pod || 72&amp;quot; || Heavy 12 || 6 || 0 || 1 || Units in cover do not gain any bonus to their saving throws against wounds made by this weapon &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Flamer || 8&amp;quot; || Heavy D6 || 5 || -1 || 1 || This weapon automatically hits&lt;br /&gt;
|-&lt;br /&gt;
| Twin Flamer || 8&amp;quot; || Assault 2D6 || 4 || 0 || 1 || This weapon automatically hits&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Dogfish Medium Battle Tank may replace its Quad-Linked Burst Cannon array with one of the following options ---&lt;br /&gt;
:- A Thunderhead Plasma Cannon&lt;br /&gt;
:- A Undertow Ripple Cannon&lt;br /&gt;
:- A Twin Fogbank Missile Pod&lt;br /&gt;
&lt;br /&gt;
A Dogfish Medium Battle Tank may replace both its Heavy Flamers with one of the following options ---&lt;br /&gt;
:- A Long Barrelled Burst Cannon&lt;br /&gt;
:- A Heavy Rail Rifle&lt;br /&gt;
&lt;br /&gt;
A Dogfish Medium Battle Tank may take a pair of the following options ---&lt;br /&gt;
: T&#039;au Plasma Rifle&lt;br /&gt;
: Burst Cannon&lt;br /&gt;
: Fusion Blaster&lt;br /&gt;
: Twin Flamer&lt;br /&gt;
: Missile Pod&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes&#039;&#039;&#039;: If a Dogfish Medium Battle Tank is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Gue&#039;Vesa &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Dogfish Medium Battle Tank&lt;br /&gt;
: Vehicle; Dogfish Medium Battle Tank&lt;br /&gt;
&lt;br /&gt;
===Heavy Support: Stonefish Artillery Tank&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Enemy position sighted! Opening fire!&amp;quot;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Stonefish Artillery Tank is the hybrid of a Basilisk Artillery tank and T&#039;au technology. Equipped with the T&#039;au equivalent of an Earthshaker cannon, it is being used as a testbed for multiple Earth caste weapon systems.&lt;br /&gt;
&lt;br /&gt;
If the weapons prove reliable, they will be integrated not just into defensive fortifications around the empire, but into the war Fire Caste as well.&lt;br /&gt;
&lt;br /&gt;
(Modeling tip: The best idea to model? Take a Basilisk, Replace the sponson weapon with either the heavy flamer or burst cannon. Unfortunately, not much to do about the Earthshaker cannon, but on the bright side, more creative liberty!) &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Stonefish Artillery Tank || * || 6+ || * || 7 || 7 || 12 || * || 7 || 3+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| 7-12 || 10&amp;quot; || 4+ || 3 &lt;br /&gt;
|-&lt;br /&gt;
| 4-6 || 7&amp;quot; || 5+ || 1D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This Unit consists of one Stonefish Artillery Tank&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Stonefish Artillery Tank is Equipped with a Stonefish Pulse Barrage Cannon and a Heavy Flamer.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Stonefish Pulse Barrage Cannon || 12&amp;quot;-72&amp;quot; || Heavy 3D6 || 5 || 0 || 1 || This weapon may target units that are not visible to the bearer. This weapon may re-roll all failed hit rolls. &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Stonefish Artillery Tank may replace its Heavy Flamer with ---&lt;br /&gt;
:- A Burst Cannon&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes&#039;&#039;&#039;: If a Stonefish Artillery Tank is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Gue&#039;Vesa &amp;lt;&#039;&#039;&#039;Regiment&#039;&#039;&#039;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Stonefish Artillery Tank&lt;br /&gt;
: Vehicle; Stonefish Artillery Tank&lt;br /&gt;
&lt;br /&gt;
==Demiurg &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
Mantic games has a beurifull set of Space dwarf miniatures (called forge fathers). &lt;br /&gt;
The rules here are inspired by the models that can be found there so it is easer to make a army of these awesome space dwarfs.&amp;lt;br&amp;gt;&lt;br /&gt;
Side note I am terrible at naming stuff if anybody thinks they got a better demiurg name for a unit go ahead.&lt;br /&gt;
&lt;br /&gt;
===Unit List &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Brotherhood Elder&lt;br /&gt;
*Thrudrak Alemetal, Master of Runes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Militia Warriors&lt;br /&gt;
*Beard-ling Warriors&lt;br /&gt;
*Iron Brother&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedicated Transport&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Rock Hopper APC&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Honor Guard&lt;br /&gt;
*Stone Souled&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Warrior drop team&lt;br /&gt;
*Comet Scout Tank&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Avalanche Heavy Battle tank&lt;br /&gt;
*Star bound Artillery&lt;br /&gt;
*Iridium Brother&lt;br /&gt;
&lt;br /&gt;
===Special rules Demiurg &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword| storm}}: Storm weapons are weapons that are fully automatic if a 6+ is rolled to hit you count that hit a 2 hits instead.&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword| Ion Dampener}}: Models that have a Ion Dampener may roll a D6 each time they would suffer a Mortal Weapon from overcharging an Ion Weapon weapon they are carrying, on a 3+ this damage is ignored.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Runes of the Stone-Kin&#039;&#039;&#039;: Demiurg Runesmiths differ from the usual hectic and forceful calling of power employed by Chaos sorcerers and Ork Weirdboyz. Instead carefully carving and preparing ancient runes by inscribing them upon slates of adamantite, before imbuing them with arcane energy in lengthy rituals. In this way the Demiurg can reliably harness the primordial energy of planets that sits beyond the grasp of all but the most willful or powerful of Psykers. However activating these runes comes with a danger of their own as the Runesmith must become the conduit for this energy as the rune is activated, and reports of Rune Smiths who have lost control of this power range anywhere from the caster joining with the stone of the planet itself, to Volcanoes opening beneath beneath the battlefield and drowning entire worlds in lava.&amp;lt;br&amp;gt;&lt;br /&gt;
For the purpose of the rules there is no difference between these and normal psychic powers. When choosing powers the caster may choose his powers or roll a D6 to see wich one he will gets.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Power !! D6 !! Charge Value !! &lt;br /&gt;
|-&lt;br /&gt;
| Rune of Shielding || 1 || 5/10  || Choose one friendly unit with 24&amp;quot;, that unit gains a +1 bonus to their Armour saves Until the start of your next Psychic phase. If this power is successfully manifested on a 10+, the chosen unit gets +2 to it Armour save instead.&lt;br /&gt;
|-&lt;br /&gt;
| Rune of Grounding|| 2 || 6 || If this power is successfully activated, nothing happens immediately. Instead note down the difference between this powers Charge Value and the result of the Psychic test (Psychic test - 6 = +X). Until the controlling player&#039;s next movement phase, the caster gains +X as a bonus to any Deny the Witch rolls they make. Furthermore, the amount of deny the witch tests the caster may make is increased by one.&lt;br /&gt;
|-&lt;br /&gt;
| Rune of Devastation || 3 || 8 || Channeling the fury of the very ground they stand upon, Demiurg Runesmiths may cause the earth to rebel against their enemy. Choose one enemy unit with 24&amp;quot; and line of sight, that unit suffers D3 Mortal wounds if they are out of cover. If they are in cover they instead suffer D3+3 Mortal wounds&lt;br /&gt;
|-&lt;br /&gt;
| Rune of Protection || 4 || 7 || Choose one friendly unit with 24&amp;quot;, that unit may roll a dice everything it receives a mortal wound on a 3+ the wound is ignored. the effect last Until the start of your next Psychic phase.&lt;br /&gt;
|-&lt;br /&gt;
| Rune of Amplification || 5 || 7 || If this power is successfully activated, nothing happens immediately. Instead note down the difference between this powers Charge Value and the result of the Psychic test (Psychic test - 7 = +X). The caster may either grant this bonus to another friendly Runesmith within 24&amp;quot;, or may store power for his own use. The next psychic power cast by the target of the Rune gets a bonus of +X to it cast roll.&lt;br /&gt;
|-&lt;br /&gt;
| Rune of Fury|| 6 || 5 || Choose one friendly Demiurg unit with 24&amp;quot;, that unit has re-roll 1 to hit and to wound Until the start of your next Psychic phase.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Demiurg &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
====Storm weaponry &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Storm Rifle || 18&amp;quot; || Rapid Fire 1  || 4 || 0 || 1 || {{W40kKeyword| storm}}&lt;br /&gt;
|-&lt;br /&gt;
| Storm Pistol || 6&amp;quot; || Pistol 2  || 4 || 0 || 1 || {{W40kKeyword| storm}}&lt;br /&gt;
|-&lt;br /&gt;
| Twin Storm Cannon || 36&amp;quot; || Rapid Fire 2  || 6 || 0 || 1 || {{W40kKeyword| storm}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Melee Weaponry &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Forge hammer|| Melee || +2 || -1 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Troop: Militia Warriors 3 PL===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Militia, gathered and ready! -Demiurg Militia Veteran Durian Rocksmasher.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Early stage fluff. Please levy criticism in comments* Durable miners by nature, Militia Warriors are emergency troops mustered by Demiurg Clans to fulfill trade agreements when the mining is scarce. T&#039;au highly value these warriors, using them in garrisons, providing guard duty in fortifications, and siege warfare. In spite of their fearsome reputation, their armor is little better than the simple Guardsman. in spite, they make up for this with suicidal resolve, and almost berzerker rage that makes them a surprisingly tough enemy &lt;br /&gt;
&lt;br /&gt;
Despite their high demand from the Fire Caste, most militia are merely a stop gap payment until the debt can be repaid in total. After this time, the most militia will return to their clan. The select few may enjoy the glory of battle however, and become full time soldiers called Iron Brothers. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Militia Warriors|| 5&amp;quot; || 4+ || 4+ || 3 || 4 || 1 || 1 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Militia Veteran || 5&amp;quot; || 4+ || 4+ || 3 || 4 || 1 || 2 || 8 || 4+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 4 Militia warriors and 1 Militia Veteran. this unit may include up to 5 extra Militia Warriors (for 2 Pl), 10 extra Militia Warriors (for 2 Pl) or 15 extra Militia Warriors (for 6 Pl)  . Every model is equipped with a Storm rifle. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
* The Militia Veteran may replace its Storm rifle with a Forge hammer.&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039; &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Storm Rifle || 18&amp;quot; || Rapid Fire 1  || 4 || 0 || 1 || {{W40kKeyword| storm}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
Suicidal Resolve: When this unit advances, you may add 2&amp;quot; to its advance distance.&lt;br /&gt;
&lt;br /&gt;
Berzerker Rage: declare once per shooting phase. You must subtract 1 from shooting hit rolls, but gain d3 attacks when in melee combat.  &lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, Demiurg, &amp;lt;Brotherhood&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword| Infantry, Militia Warrior }}&lt;br /&gt;
&lt;br /&gt;
===Troop: Iron Brother 4 PL===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Come lads! Its time to taste glory in war! -Iron Brother Pickhash Drillbane&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*very early development fluff. please levy criticism in comments* Iron Brothers are militia warriors who elected to stay fighting for the T&#039;au, either due to some unsatisfied honor, or lust for the glory and thrill of combat. Iron Brothers, unlike their militia kin, are given better armor, making them excellent siege and anti-infantry units, and are highly honored by their brotherhood. Many a T&#039;au will attest to this fact, showing healthy respect for the stopping power of their Twin Storm Cannons.&lt;br /&gt;
&lt;br /&gt;
Additionally, their armor is forged from among the finest the Demiurg have to offer their honored kin. Even the ubiquitous Bolter and the humble Lasgun will find it difficult to penetrate. There are few sights more relieving to a Breacher team than the arrival of a squad Iron Brothers to help clear the trenches, and the few who ever survive the blow of their powerful forgehammers learn to fear and respect these honored warriors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Iron Brother || 5&amp;quot; || 4+ || 4+ || 5 || 6 || 3 || 3 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 2 Iron Brother . This unit may include up to 3 additional Iron Brother (for 2 Pl each). Every model is equipped with a Twin Storm Cannon. &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
* Any moddel may replace its Twin Storm Cannon with a Forge hammer.&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039; &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Twin Storm Cannon || 36&amp;quot; || Rapid Fire 2  || 6 || 0 || 1 || {{W40kKeyword| storm}}&lt;br /&gt;
|-&lt;br /&gt;
| Forge hammer|| Melee || Melee || +2 || -1 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*Battlefield Inspiration: Any &amp;lt;Brootherhood&amp;gt; units within 3&amp;quot; of this unit may reroll a single missed hit roll. &lt;br /&gt;
&lt;br /&gt;
*Intimidation: Roll a D6 for a successful wound you deliver to an enemy unit. On a 6 they must add 1 when conducting leadership, in addition to their standard leadership.&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, Demiurg, &amp;lt;Brotherhood&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword| Vehicle, Iron Brother }}&lt;br /&gt;
&lt;br /&gt;
==Nicassar &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Unit List &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicassar Captain&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Nicassar Ensign&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedicated Transport&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Grav-Sled&lt;br /&gt;
* Nicassar Tow&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fliers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Explorator (Buff Bubble, Stealth)&lt;br /&gt;
*Void-Fin (Light, fast)&lt;br /&gt;
===Special rules Nicassar &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;With Souls Bound to The Stars&#039;&#039;&#039;: (Psychic Powers, all Nicassar units are capable of manifest at least 1 power per turn, Captains may manifest 2 per turn)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;With Souls Bound to The Stars Discipline&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Power !! D3 !! Charge Value !! &lt;br /&gt;
|-&lt;br /&gt;
| Telekinetic Slipstream || 1 || 5/10  || If this power is successfully manifested with a Charge Value of 5+ the caster may choose one Friendly unit within 24&amp;quot; with either/both of the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; or &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords, including themselves. That unit may immediately move up to it&#039;s Movement value. If this power is manifested with a Charge Value of 10+ then this power acts as if it had been manifested on a 5+ with the following benefit - The chosen unit may fire all of its weapons as if it had not moved in the Movement phase.&lt;br /&gt;
|-&lt;br /&gt;
| Escape To The Void || 2 || 6 || If this power is successfully manifested the caster may choose one unit with either/both of the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; or &#039;&#039;&#039;Fly&#039;&#039;&#039; Keywords within 24&amp;quot;, including themselves. That unit is immediately placed into reserves. This unit arrives automatically at the beginning of the controlling players next movement phase, and must be placed within 6&amp;quot; of any table edge.&lt;br /&gt;
|-&lt;br /&gt;
| Arrival From The Stars || 3 || 6/11 || If this power is successfully manifested with a Charge Value of 6+ choose a single unit with either/both of the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; or &#039;&#039;&#039;Fly&#039;&#039;&#039; keywords that is currently in Reserves. That unit may be set up anywhere on the battlefield that is at least 9&amp;quot; away from any enemy units. If this power is successfully manifested on a Charge Value of 11+ choose up to 3 units with either/both of the &#039;&#039;&#039;Vehicle&#039;&#039;&#039; or &#039;&#039;&#039;Fly&#039;&#039;&#039; keywords. Those unit may be set up anywhere on the battlefield that is at least 9&amp;quot; away from any enemy units.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Masterful Co-ordination&#039;&#039;&#039;: &#039;&#039;The Nicassar are so used to working together to keep their innate psychic abilities from running out of control, that such Void-Breaches are almost unknown to the exploratory species, entire conclaves working together in a matter of moments to stifle any Psyker who finds their control failing, or to push enemy Psyker&#039;s into losing control.&#039;&#039; Should any friendly unit within 12&amp;quot; of a Unit with this ability suffer a &#039;&#039;&#039;Perils of The Warp&#039;&#039;&#039; they may re-roll one warp charge dice.&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Nicassar &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
===HQ: Nicassar Captain &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;It is regrettable we must be enemies, human. We are very much alike, in more ways than you know.&amp;quot;&lt;br /&gt;
Unknown Nicassar Captain to Techpriest Dominus Lagston during the 12th Damocles Skirmish.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The commanders and most wise of their kind, Nicassar Captains, like their brethren, are a rare sight on the battlefield. However, they can, and will fight if they must. Utilizing powerful eldritch powers not yet understood by the Earth caste, they are the bravest of their kind, leading their fellow warriors into glory, and most importantly, the quest for knowledge.&lt;br /&gt;
&lt;br /&gt;
The T&#039;au, valuing their service greatly, will give them powerful and valuable pieces of military hardware, in exchange for information and star charts. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Captain || 6&amp;quot; || 3+ || 3+ || 3 || 3 || 3 || 3 || 9 || 4+ &lt;br /&gt;
|-&lt;br /&gt;
| Captain w/ Hover Sled || 12&amp;quot; || 3+ || 3+ || 3 || 4 || 5 || 3 || 9 || 3+ &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 1 Nicassar Captain &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Nicassar Captain is equipped with a Pulse Pistol and a Stellar Wind. A Nicassar Captain on a Hover Sled is Equipped with a Burst Cannon&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Pulse Pistol || 12&amp;quot; || Pistol 1 || 5 || 0 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Stellar Wind || Melee || Melee || User || -1 || 1 || This weapon is psionically attuned to its wielder, growing in strength as its master builds psychic momentum. For every power the wielder either successfully manifests or denies increase this weapons Strength and Damage by 1 until the controlling player&#039;s next movement phase.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear options&#039;&#039;&#039;&lt;br /&gt;
* A Nicassar Captain may choose to be mounted on a Hover Sled&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Masterful Co-Ordination&#039;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&#039;Psyker&#039;&#039;&#039; This model may attempt to manifest 2 powers from the &#039;&#039;&#039;Souls Bound to The Stars&#039;&#039;&#039; discipline during the controlling players psychic phase, and may attempt to &#039;&#039;&#039;deny&#039;&#039;&#039; up to 2 powers during the opposing player&#039;s psychic phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, Nicassar&lt;br /&gt;
&#039;&#039;&#039;Keywords (Nicassar Captain)&#039;&#039;&#039;&lt;br /&gt;
:Infantry; Psyker; Character; Nicassar Captain&lt;br /&gt;
&#039;&#039;&#039;Keywords (Hover Sled)&#039;&#039;&#039;&lt;br /&gt;
:Chariot; Psyker; Character; Nicassar Captain;&lt;br /&gt;
&lt;br /&gt;
==Anthrazods &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Special rules Anthrazods &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
===Wargear and points Anthrazods &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
==Ji&#039;atrix &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
The Ji&#039;atrix are a race of ethereal xenos in the Tau Empire, that have an affinity for the void and skill at space-faring. Most commonly they are found working on Air Caste ships or with Nicassor Dhows. The Tau member races tend to be a bit nervous around the Ji&#039;atrix. Although they are relatively peaceful, they are hard to look at as they are not completely a part of this world by the looks of it. However once someone has gotten to know a Ji&#039;atrix they tend to enjoy their company.&lt;br /&gt;
&lt;br /&gt;
Unknown to the Tau, Eldar, and the Ji&#039;atrix themselves, they are one of the races engineered by the old ones. Their forms are present in this world and the webway at the same time. Originally the race was engineered to help repair the webway but the race as a whole disregarded this purpose and they were soon abandoned by the old ones. So the Ji&#039;atrix have drifted from planet to planet in their ships. Finding that they are most comfortable on gas giants the race floats gently on the breezes, gaining sustenance from the gases of the planet and the Webway.&lt;br /&gt;
&lt;br /&gt;
While not a Warrior race, the Ji&#039;atrix help provide the Tau with their skill with the void and help mine portions of the Gas Giants they are present on. If called into a Hunter Cadre the Ji&#039;atrix typically do not take a frontline role.&lt;br /&gt;
&lt;br /&gt;
(Race is slightly based off of the Etherians of Master of Orion 3)&lt;br /&gt;
&lt;br /&gt;
===Special rules Ji&#039;atrix &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
===Wargear and points Ji&#039;atrix &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
==Ranghon &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Special rules Ranghon &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
*&#039;&#039;&#039;Piercing song&#039;&#039;&#039;: By sending air through their &amp;quot;voice boxs&amp;quot;, a Ranghon is able to emit a cry that disrupts the balance of a foe and makes them unstable on their feet. On the first turn of an assault the opposing models lose one attack and subsequent rounds will instead lose 1 LD.&lt;br /&gt;
*&#039;&#039;&#039;Flammable:&#039;&#039;&#039; Flamers and melta weapons are wounds that a Ranghon cannot easily recover from and hold great fear for the race. Weapons of this type count as AP -2 against Ranghon Models.&lt;br /&gt;
===Wargear and points Ranghon &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
===Troop: Glade Guard&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Unit quote goes here&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fluff text goes here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Glade Guard || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 1 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Guardian || 6&amp;quot; || 3+ || 4+ || 4 || 4 || 1 || 1 || 7 || 4+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Glade Guard&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Bowcaster&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Bowcaster || 18&amp;quot; || Assault 1 || 5 || 0 || 1 || On unmodified rolls of 6 count as AP-1&lt;br /&gt;
|-&lt;br /&gt;
| Railcaster || 30&amp;quot; || Assault 1 || 6 || -2 || d3 || On unmodified rolls of 6 count as AP-4&lt;br /&gt;
|-&lt;br /&gt;
| Burst pod Launcher || 24&amp;quot; || Heavy d3 || 4 || 0 || 1 || ----  &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039; Piercing Cry, Flammable&lt;br /&gt;
Infiltrators: During deployment, this unit and any&lt;br /&gt;
accompanying Drones can be set up anywhere on the battlefield that is not within your opponent’s deployment&lt;br /&gt;
zone and is more than 12&amp;quot; from any enemy unit.&lt;br /&gt;
Natural Cover: Add +2 to armor saves while in a forest type terrain&lt;br /&gt;
Guardians: When accompanied by a Guardian and near a Keyword Ranghon character, counts as leadership 8&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;&#039;&#039;&#039;---&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Model 1&lt;br /&gt;
: {{W40kKeyword|---; Model 1}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Model 2&lt;br /&gt;
: {{W40kKeyword|---; Model 2}}&lt;br /&gt;
&lt;br /&gt;
==Formosian  &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Special rules Formosian &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
===Wargear and points Formosian &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
==Tarellians &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
One of the many Alien Auxiliaries employed by the Tau Empire in its efforts to bring the philosophy of the Greater Good to the Galaxy, the Tarellians joined the growing empire out of a deep-seated rage at the Imperium of Man for virus bombing their home world to extinction, before a Tyranid Hive Fleet consumed their remaining major colonies. Accepting the offer of the Greater Good out of desperation at the chance to exact revenge upon the Imperium of Man they were quickly brought into the Tau Empire and given the chance to repopulate on several Sept worlds.&lt;br /&gt;
&lt;br /&gt;
Called Dog soldiers by the Imperium due to the shape of their snouts and ears, the Tarellians more resemble large bipedal reptilians, covered mostly in rust coloured scales, with slitted pupils, they find themselves at home on desert planets where they construct their unique sonic weapon technology out of the unique minerals found in the sand of the sept world of T’ros.&lt;br /&gt;
&lt;br /&gt;
Whilst not fiercely loyal to the Greater Good, whenever a conflict with the Imperium or a Tyranid Hive fleet happens, large hatches of Tarellian soldiers gather at the nearest port hoping to join the conflict so that they can take some measure of vengeance on their hated foes.&lt;br /&gt;
&lt;br /&gt;
Tarellian combat doctrines differs radically from the normal Tau combat doctrines; rather than fight their foes at range, or employ stealth and ambush tactics, Tarellian forces will rush towards their foe shooting at the weaker looking enemies until they crash into their opponents battle-lines, where they fight with the short, but lethal hunting daggers that each Tarellian soldier carries with him until they are either dead or their foe is fallen, before moving on to the next enemy force.&lt;br /&gt;
&lt;br /&gt;
===Special rules Tarellians &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&#039;&#039;&#039;Overwhelming Hatred:&#039;&#039;&#039; If two targets are equally close, and one of the two is either Imperial or Tyranid while the other is not, the unit must fight the Imperial Unit.&lt;br /&gt;
&#039;&#039;&#039;We Will Have Revenge:&#039;&#039;&#039; If fighting models with the &amp;lt;Imperium&amp;gt; or &amp;lt;Tyranid&amp;gt; keywords, give your model an additional attack when in melee combat.&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Tarellians &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Weapons &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities || Points&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Disruption Pistol || 8&amp;quot; || Pistol 1 || 4 || 0 || 1 || Should this weapon roll a 6+ to wound, it deals 1 overflowing wound to the target unit || -&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Disruption Rifle || 18&amp;quot; || Assault 1 || 4 || 0 || 1 || Should this weapon roll a 6+ to wound, it deals 1 overflowing wound to the target unit || -&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Pulse Carbine || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Disruption Cannon || 18&amp;quot; || Assault 3 || 4 || 0 || 1 || Should this weapon roll a 6+ to wound, it deals 1 overflowing wound to the target unit || -&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Heavy Disruption Cannon || 36&amp;quot; || Heavy 4 || 6 || -1 || 2 || Should this weapon roll a 5+ to wound, it deals 1 overflowing wound to the target unit || -&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Burst Cannon || 18&amp;quot; || Assault 4 || 5 || 0 ||1- || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Salvaged Battle Cannon || 48&amp;quot; || Heavy D6 || 8 || -3 || D6 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Salvaged Exterminator Auto-Cannon || 24&amp;quot; || Heavy 8 || 7 || -2 || D3 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Salvaged Punished Gatling Cannon || 18”&amp;quot; || Heavy 20 || 5 || 0 || 1 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Disruption Long-Rifle || 48&amp;quot; || Heavy 1 || 5 || -1 || 1 || Should this weapon roll a 6+ to wound, it deals D3 overflowing wounds to the target unit || -&lt;br /&gt;
|-&lt;br /&gt;
| Tarellian Disruption Lancet || ---&amp;quot; || --- || - || - || - || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Lancet (Tank Hunter Profile) || 48&amp;quot; || Heavy 1 || 7 || -2 || D3 || This weapon always wounds units with the &amp;lt;VEHICLE&amp;gt; Keyword on a 3+ || -&lt;br /&gt;
|-&lt;br /&gt;
| Lancet (Sky-Hunter Profile) || 36&amp;quot; ||Heavy 3 || 6 || -2 || 1 || This weapon gains a +1 to its “To-Hit” rolls when targeting any unit with the &amp;lt;Flier&amp;gt; Keyword || -&lt;br /&gt;
|-&lt;br /&gt;
| Lancet (Ground-Sweeper Profile) || 18&amp;quot; || Heavy 2D6 || 8 || -1 || 1 || Whenever rolling for the number of attacks this weapon may make, any result of double 1’s or 6’s causes the model making the attacks to suffer D3 Mortal wounds. || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons W.I.P&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities || Points&lt;br /&gt;
|-&lt;br /&gt;
| Claw Sword || Melee || Melee || User || -1 || 1 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Dragon Hammer || Melee || Melee || x2 || -2 || D3 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Hunting Lance || Melee || Melee || +1 || -1 || 1 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Horn Lance || Melee || Melee || +1 || -1 || D3 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Fang Dagger || Melee || Melee || User || 0 || 1 || A model equipped with this weapon may make an additional attack in the fight phase. || -&lt;br /&gt;
|-&lt;br /&gt;
| Thunder Hammer|| Melee || Melee || +3 || -2 || D3 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Bone Staff || Melee || Melee || +1 || 0 || 1 || --- || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Elite: Tarellian Sand Stalker &#039;&#039;??? Points&#039;&#039; &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Graaa! Kill them all! For Tarrelia, and the T&#039;au!&amp;quot; --A common Tarellian war cry, Author unknown&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tarellian Sand Stalkers are mighty melee infantry, who lumber into battle with powerful sonic weaponry. Before the destruction of their homeworld, Tarellians wanting to earn the title Sand Stalker would train for years, before setting out to kill a predatory Sandworm with nothing more than a bone sword. After killing the Worm, they prove themselves worthy of the honor of building their own blade, called a Claw sword, made from the hardened teeth of the worm.&lt;br /&gt;
&lt;br /&gt;
In the abscence of their homeworld, they now replace the Sandworm with either a space marine or a greater Tyranid bioform, using either the armor of a Tyranid or Space Marine to fashion new blades. In this way, the tradition persists. However, it is not only a title. Even to this day, Tarellians are deployed to surprise Tyranid, Ork, and Eldar forces that dare oppose the might of the T&#039;au Empire, andonly these noble warriors can carry the mighty Disruption rifles, weapons of which they have great skill with.  &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Sand Stalker || 6&amp;quot; || 4+ || 3+ || 3 || 4 || 2 || 2 || 7 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Desert Stalker || 6&amp;quot; || 4+ || 3+ || 3 || 4 || 2 || 3 || 8 || 4+ &lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: 5 Sand Stalkers&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: A Tarellian Sand Stalker is equipped with a Disruption Long-Nose Rifle and a Claw Sword &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Disruption Long-Nose Rifle || 42&amp;quot; || Heavy 1  || 5 || -1 || 1 || Should this weapon roll a 6+ to wound, it deals D3 overflowing wounds to the target unit.&lt;br /&gt;
|-&lt;br /&gt;
| Claw Sword || --- || Melee || +2 || -1 || 1 || ---&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Options&#039;&#039;&#039;&lt;br /&gt;
*This unit may take up to 5 additional Sand Stalkers&lt;br /&gt;
*One model may be upgraded to a Desert Stalker&lt;br /&gt;
*A Desert Stalker may change his Disruption Long-Nose Rifle&#039;s type from Heavy 1 to Heavy 2, and they may take a Disruption Pistol&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A Dying Empire&#039;&#039;&#039; This unit may re-roll any rolls of 1 to hit, or to wound, when firing against any &amp;lt;Imperial&amp;gt; or &amp;lt;Tyranid&amp;gt; units.&lt;br /&gt;
*&#039;&#039;Infiltrators&#039;&#039;: During Deployment this unit may be placed anywhere that is outside of the enemy deployment zone, and at least 12&amp;quot; away from any enemy models.&lt;br /&gt;
*&#039;&#039;Camouflage:&#039;&#039; This unit increases its save by +2 when benefiting from cover, rather than +1.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:T&#039;au Empire, &amp;lt;Auxiliary&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Keywords Sand Stalker&#039;&#039;&#039;&lt;br /&gt;
:Tarellian&lt;br /&gt;
&#039;&#039;&#039;Keywords Desert Stalker&#039;&#039;&#039;&lt;br /&gt;
:Tarellian, Character&lt;br /&gt;
&lt;br /&gt;
==Vespid &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
===Unit List===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HQ&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hive Queen(?)&lt;br /&gt;
*Royal Hive Barge&lt;br /&gt;
*Vespid Hivelord&lt;br /&gt;
*Vespid Queenspeaker&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Troops&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Vespid Shellwall&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Hive Guardians/Vespid Hiveguard (one of these should be dropped)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Support&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Vespid Broadwing Squad&lt;br /&gt;
*Vespid Swiftwing Squad&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Attack&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Vespid Yellowjackets&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dedicated Transport&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Vespid Hive Barge&lt;br /&gt;
&lt;br /&gt;
===Special rules Vespid &#039;&#039;&#039;WIP&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plunge From The Skies&#039;&#039;&#039;: At the beginning of the game you may set up any unit with this rule in a Hive-Ship. At the beginning of any movement phase you may deploy that unit on the battlefield so long as they are no closer than 9&amp;quot; to any enemy units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; WIP &amp;lt;/span&amp;gt;Wing Song, Concert of the Hives&#039;&#039;&#039;: If multiple Vespid units with the same &#039;&#039;&#039;&amp;lt;HIVE&amp;gt;&#039;&#039;&#039; keyword target the same unit in the shooting phase, increase their weapons S by 1&lt;br /&gt;
&lt;br /&gt;
====Wild Keyword: &amp;lt;HIVE&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Court of Royals&#039;&#039;&#039;: All units from this Hive increase their Ld by +1&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Carvers of the Sky&#039;&#039;&#039;: All units from this &amp;lt;HIVE&amp;gt; gain +1 to their to-hit rolls when targetting a unit with the &amp;lt;FLY&amp;gt; keyword in the Shooting Phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Those With Hearts of Crystal&#039;&#039;&#039;: All units from this hive, when they would suffer wounds from a weapon with AP0, may roll a D6 and ignore any Wounds and Mortal Wounds on a 6+.&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Vespid &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities || Points&lt;br /&gt;
|-&lt;br /&gt;
| Unrefined Neutron Blaster || 12&amp;quot; || Assault 2 || 4 || -1 || 1 ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Focused Neutron Blaster || 18&amp;quot; || Assault 1 || 7 || -3 || 2 ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Neutron Blaster || 30&amp;quot; || Heavy 2 || 7 || -3 || 2 ||  || -&lt;br /&gt;
|-&lt;br /&gt;
| Crystal Core Neutron Missile || 30&amp;quot; || Heavy 1 || 8 || -3 || 3 || This weapon may only be used per battle || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities || Points&lt;br /&gt;
|-&lt;br /&gt;
| Hive Spear || Melee || Melee || +1 || -1 || 1 || If a model with this weapon charges increase its S, AP, &amp;amp; D by 1 until the end of the fight phase || -&lt;br /&gt;
|-&lt;br /&gt;
| Hornet Lance || Melee || Melee || +2 || -1 || 2 || If a model with this weapon successfully charges, increase its S, AP, &amp;amp; D by 1 until the end of the fight phase. || -&lt;br /&gt;
|-&lt;br /&gt;
| Royal Sting || Melee || Melee || User || -2 || 1 || This weapon always wounds on a roll of 2+, unless it is used against a &amp;lt;VEHICLE&amp;gt; in which case it only wounds on a 6+. If this weapon rolls a 6+ to wound, the target suffers an Extra Mortal wound. || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HQ: Royal Hive Barge &#039;&#039;PL15 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Royal Hive Barge  || * || 6+ || * || 6 || 7 || 10 || * || 8 || 3+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! REMAINING W !! M !! BS !! A &lt;br /&gt;
 |-&lt;br /&gt;
 | 7-12+ || 30&amp;quot;  || 4+   || 3 &lt;br /&gt;
 |-&lt;br /&gt;
 | 4-6 || 20&amp;quot;  || 5+   || D3 &lt;br /&gt;
 |-&lt;br /&gt;
 | 1-3 || 12&amp;quot;  || 6+   || 1 &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
A Royal Hive Barge is a single model, armed with three heavy neutron blasters and two neutron crystal-core missiles&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type  !! S !! AP !! D !! Abilities &lt;br /&gt;
 |-&lt;br /&gt;
 | Heavy Neutron Blaster || 30&amp;quot;  || Heavy 2  || 7 || -3 || 2 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal-Core Neutron Missile || 30&amp;quot;  || Heavy 2  || 7 || -3 || 2 || Each crystal-core missile can only be fired once per battle. &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only the Best&#039;&#039;: This model is equipped with complex crystal-force arrays which grant it a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Protect the Queen!&#039;&#039;: Friendly {{W40kKeyword|VESPID}} units can use this model&#039;s Leadership characteristic instead of their own whilst they are within 12&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Royal Pheromones&#039;&#039;: When a friendly {{W40kKeyword|VESPID}} model within 12&amp;quot; of this model would lose a wound, roll one D6, adding 1 if the model is within 6&amp;quot; of this model. On a 6+, that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Royal Prerogative&#039;&#039;: If a {{W40kKeyword|VESPID QUEEN}} in your army is not your Warlord, no other {{W40kKeyword|VESPID}} can be your Warlord. No non-{{W40kKeyword|QUEEN}} {{W40kKeyword|VESPID}} can have a Warlord trait unless every {{W40kKeyword|VESPID QUEEN}} in your army has a Warlord trait. No more than one {{W40kKeyword|VESPID QUEEN}} may be included in any Detachment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Self-Repair&#039;&#039;: If this model has lost any wounds, you can roll one D6 at the start of your turn; on a 5+ this model regains 1 lost wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;&#039;&#039;&#039;Hive&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly, Vehicle, Queen, Royal Hive Barge}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HQ: Vespid Hivelord &#039;&#039;PL4 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Hivelord  || 12&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 3 || 8 || 2+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
A Vespid Hivelord is a single model equipped with a neutron glaive and a crystal blastmatrix.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron glaive (shooting) || 18&amp;quot; || Assault 2 || 5 || -2 || D3 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron glaive (melee) || Melee || Melee || +0 || -2 || D3 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal blastmatrix || 8&amp;quot; || Pistol D6 || 5 || -1 || 1 || This weapon automatically hits its target. In a turn where the bearer Advances, its type becomes Assault D6. &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;Plunge from the Skies&#039;&#039;, &#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phased Crystal Array&#039;&#039;: This model has a 6+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Swarmsong Conductor&#039;&#039;: Friendly VESPID units within 9&amp;quot; of this unit may reroll hit rolls of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;Hive&amp;gt; }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|CHARACTER, FLY, INFANTRY, QUEENGUARD, VESPID HIVELORD }}&lt;br /&gt;
&lt;br /&gt;
Points estimate: 55 for the model. 8 for glaive, 5 for the Crystal blastmatrix.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===HQ: Vespid Queenspeaker &#039;&#039;PL3 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Queenspeaker  || 18&amp;quot; || 4+ || 3+ || 4 || 4 || 4 || 2 || 8 || 4+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
A Vespid Queenspeaker is a single model equipped with a crystal spear and a twin neutron blaster.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name || Range || Type  || S || AP || D || Abilities &lt;br /&gt;
 |-&lt;br /&gt;
 | Twin neutron blaster || 12&amp;quot;  || Assault 4 || 3 || -2 || 1 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal spear  || Melee  || Melee   || +1 || * || 1 || This weapon has AP 0 against VEHICLEs, -1 against BIKERs, and -4 against all other units. &lt;br /&gt;
 |-&lt;br /&gt;
 | Queenstinger || Melee || Melee || +0 || * || 2 || Wounds from this weapon are mortal wounds, except against VEHICLES. Against VEHICLES, this weapon has AP -2. &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
This model may replace its crystal spear with a Queenstinger.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plunge from the Skies&#039;&#039;, &#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My Voice Is Hers&#039;&#039;: Friendly VESPID units within 9&amp;quot; of this unit may reroll wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wind of the Messenger&#039;&#039;: When this unit Advances, increase its Movement characteristic by 6&amp;quot; rather than rolling a die. Additionally, this unit may Advance while Falling Back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;Hive&amp;gt; }}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|CHARACTER, FLY, INFANTRY, QUEENGUARD, VESPID QUEENSPEAKER }}&lt;br /&gt;
&lt;br /&gt;
Points estimate: 35 for the model. 0 for spear, 15 for Queenstinger, 8 for twin blaster.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Troops: Vespid Shellwall &#039;&#039;PL3 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Soldier || 12&amp;quot; || 4+ || 4+ || 3 || 4 || 1 || 1 || 5 || 4+ &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Shell Leader || 12&amp;quot; || 4+ || 4+ || 3 || 4 || 1 || 2 || 8 || 4+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
This unit contains five Vespid Soldiers and a Vespid Shell Leader. It may include up to four additional Vespid Soldiers (+2 Power), or up to eight additional Vespid Soldiers (+5 Power). Each Soldier is equipped with a Neutron repeater and a crystal spear. The Shell Leader is equipped with a neutron blaster and a crystal spear.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type !! S !! AP !! D !! ABILITIES &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron blaster  || 12&amp;quot;  || Assault 2 || 3 || -2 || 1 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron repeater  || 24&amp;quot;  || Rapid Fire 1 || 3 || -2 || 1 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal spear  || Melee  || Melee || +0 || * || 1 || This weapon has AP 0 against {{W40kKeyword|VEHICLE}}s, -1 against {{W40kKeyword|BIKER}}s, and -4 against all other units. &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal hammershield || Melee || Melee || +0 || -1 || 1 || - &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
The Shell Leader may replace its neutron blaster and crystal spear with a neutron repeater and crystal hammershield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crystalline Resonance&#039;&#039;: As long as this unit has at least six models in it, all models in it have a 6+ invulnerable save. If any model in this unit receives an Invulnerable save from any other source, improve that Invulnerable save by 1 (to a maximum of 3+) so long as there are at least six models in this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hammershield&#039;&#039;: A model equipped with a crystal hammershield has a 3+ armor save and a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shellwall Phalanx&#039;&#039;: When making melee attacks against a unit that either charged them or made a Heroic Intervention against them this turn, all models in this unit have +1 Strength.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;&#039;&#039;&#039;Hive&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly, Infantry, Vespid Shellwall}}&lt;br /&gt;
Points estimate: 9 each for the models; 0 for spear, neutron repeater, and neutron blaster; 5 for hammershield.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport: Vespid Hive Barge &#039;&#039;PL10 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Hive Barge || * || 6+ || * || 6 || 8 || 12 || * || 7 || 3+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! REMAINING W !! M !! BS !! A &lt;br /&gt;
 |-&lt;br /&gt;
 | 7-12+ || 20-45&amp;quot; || 4+   || 3 &lt;br /&gt;
 |-&lt;br /&gt;
 | 4-6 || 20-30&amp;quot; || 5+   || D3 &lt;br /&gt;
 |-&lt;br /&gt;
 | 1-3 || 20&amp;quot; || 6+   || 1 &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
A Vespid Hive Barge is a single model, armed with three heavy neutron blasters and two neutron crystal-core missiles.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type  !! S !! AP !! D !! Abilities &lt;br /&gt;
 |-&lt;br /&gt;
 | Heavy Neutron Blaster || 30&amp;quot;  || Heavy 2  || 7 || -3 || 2 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal-Core Neutron Missile || 30&amp;quot;  || Heavy 2  || 7 || -3 || 2 || Each crystal-core missile can only be fired once per battle. &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
You may either replace both neutron crystal-core missiles with crystal-core neutron bomb bays or take two additional neutron crystal-core missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Aerial Insertion&#039;&#039;: Models may disembark from this vehicle at any point during its move, but if they do they cannot move further during this phase; if the transport moves 20&amp;quot; or more, you must roll a D6 for each model disembarking; if that model does not have &#039;&#039;Plunge from the Skies&#039;&#039; or a similar rule, subtract 2 from the die roll. On a 1 or lower, that model is slain. Models that disembark in this manner must be set up more than 9&amp;quot; from any enemy models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Bombing Run&#039;&#039;: Once per battle, a Hive Barge equipped with crystal-core bomb bays can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Hive Barge has moved, pick an enemy unit that it flew over, then roll 2D6 for each {{W40kKeyword|VEHICLE}} in the unit, 3D6 for each {{W40kKeyword|MONSTER}}, and a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 5+, the unit suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crash and Burn&#039;&#039;: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it crashes in a fiery explosion and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Phased Crystal Array&#039;&#039;: This model has a 6+ Invulnerable Save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport&#039;&#039;&#039;: &lt;br /&gt;
: 16 {{W40kKeyword|T&#039;AU EMPIRE INFANTRY}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;&#039;&#039;&#039;Hive&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly, Vehicle, Aircraft, Transport, Vespid Hive Barge}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elites: Vespid Hive Guardian - &#039;&#039;PL9 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;They&#039;re coming out of the walls! -Last words of Guardsman 198507, during an invasion of a Vespid Hive Complex on Mugalath Bay.&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Hive Guardians are the Elite warriors of Vespid society, trained as bodyguards to the Hive’s current leaders. They were the first point of contact between the Tau Empire’s Water Caste, and the Vespid Government, acting as Interpreters &amp;amp; Wardens.&lt;br /&gt;
&lt;br /&gt;
Rarely seen working alongside Tau forces in the battlefield, Hive Guardians specialize in Hit &amp;amp; Run tactics, much like the Stingwings. However Hive Guardians are also trained in Close Quarters combat with their specially designed spears, which are coated in a deadly paralytic agent, derived from a Vespid Queens Pheromones.&lt;br /&gt;
&lt;br /&gt;
Hive Guardians who demonstrate extreme loyalty in battle are allowed access to a unique mix of proteins and natural steroids, normally consumed by Vespid queens. If their body can handle the strain of the forced transformation, they are changed into &amp;quot;Queen Guardians&amp;quot;, a sub-species of Vespid that are tougher, faster, and more steadfast than their brethren.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hive Guardian || 12&amp;quot; || 4+ || 4+ || 3 || 4 || 3 || 2 || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| Queen Guardian || 12&amp;quot; || 4+ || 4+ || 3 || 4 || 4 || 3 || 9 || 4+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: This unit contains 3 Vespid Hive Guardians. It may take up to 5 additional Vespid Hive Guards for +3 PL per model. One Hive Guardian may be upgraded to a Queen Guardian for +1PL.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: Each Vespid Hive Guardian is equipped with a Focused Neutron Blaster and a Hive Spear.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| Focused Neutron Blaster || 18&amp;quot; || Assault 1 || 7 || -3 || 2 || &lt;br /&gt;
|-&lt;br /&gt;
| Heavy Neutron Blaster || 30&amp;quot; || Heavy 2 || 7 || -3 || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| Hive Spear || Melee || Melee || +1 || -1 || 1 || If a model with this weapon charges increase its S, AP, and Damage by 1, until the end of the fight phase.&lt;br /&gt;
|-&lt;br /&gt;
| Queen&#039;s Sting || Melee || Melee || User || -2 || 1 || This weapon always wounds on a roll of 2+, unless it is used against a &#039;&#039;&#039;&amp;lt;VEHICLE&amp;gt;&#039;&#039;&#039; in which case it only wounds on a 6+. If this weapon rolls a 6+ to wound, the target suffers an additional Mortal wound.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear Options&#039;&#039;&#039;&lt;br /&gt;
* Up to two Hive Guardians may replace their Focused Neutron Blasters &amp;amp; Hive Spears with Heavy Neutron Blasters&lt;br /&gt;
* A Queen Guardian may replace their Hive Spear with a Queen&#039;s Sting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plunge From The Skies&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vengeful Swarm&#039;&#039;&#039;: Whenever a model is removed from this unit during the fight phase, all remaining models in the unit may make a single melee attack against an enemy unit they are locked in combat with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;&#039;&#039;&#039;HIVE&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly; Infantry; Hive Guardian}}&lt;br /&gt;
&lt;br /&gt;
===Elite: Vespid Hiveguard Squad &#039;&#039;PL5 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Hiveguard || 14&amp;quot; || 3+ || 4+ || 4 || 5 || 2 || 2 || 8 || 3+ &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Queenguard || 14&amp;quot; || 3+ || 4+ || 5 || 5 || 3 || 3 || 9 || 3+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
This unit contains 4 Vespid Hiveguard. It can include up to 4 additional Vespid Hiveguard (+5 Power), or up to 8 additional Vespid Hiveguard (+10 Power). A Vespid Queenguard can take the place of one Vespid Hiveguard (+2 Power). Each Hiveguard is equipped with a neutron glaive. The Queenguard is equipped with a crystal blastmatrix and a Queenstinger.&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type !! S !! AP !! D !! ABILITIES &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron glaive (shooting) || 18&amp;quot; || Assault 2 || 5 || -2 || D3 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron glaive (melee) || Melee || Melee || +0 || -2 || D3 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal blastmatrix || 8&amp;quot; || Pistol D6 || 4 || -1 || 1 || This weapon automatically hits its target. In a turn where the bearer Advances, its type becomes Assault D6. &lt;br /&gt;
 |-&lt;br /&gt;
 | Queenstinger || Melee || Melee || +0 || * || 2 || Wounds from this weapon are mortal wounds, except against {{W40kKeyword|VEHICLE}}s. Against {{W40kKeyword|VEHICLE}}s, this weapon has AP -2. &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;Plunge from the Skies&#039;&#039;, &#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crystalline Resonance&#039;&#039;: As long as this unit has at least six models or a Vespid Queenguard in it, all models in it have a 6+ invulnerable save. If both are true, they have a 5+ invulnerable save. If any model in this unit receives an Invulnerable save from any other source, improve that Invulnerable save by +1 so long as there are at least siz models in this unit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;&#039;&#039;&#039;Hive&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords (Hiveguard)&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly, Infantry, Vespid Hiveguard}}&lt;br /&gt;
&#039;&#039;&#039;Keywords (Queenguard)&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly, Infantry, Queenguard, Vespid Hiveguard}}&lt;br /&gt;
Points estimate: 18 each for the Hiveguard, 32 for the Queenguard, 8 for Neutron glaive, 15 for Queenstinger, 5 for the Crystal blastmatrix.&lt;br /&gt;
&lt;br /&gt;
===Heavy Support: Vespid Broadwing Squad &#039;&#039;PL9 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Broadwing || 18&amp;quot; || 5+ || 4+ || 3 || 4 || 1 || 1 || 5 || 5+ &lt;br /&gt;
 |-&lt;br /&gt;
 | Broadwing Strain Leader || 18&amp;quot; || 5+ || 4+ || 3 || 4 || 1 || 2 || 8 || 5+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
This unit contains 5 Vespid Broadwings and a Broadwing Strain Leader. It can include up to 3 additional Vespid Broadwings (+4 Power), or up to 6 additional Vespid Broadwings (+9 Power). Each model is equipped with neutron drop-charges. The Broadwing Strain Leader is additionally equipped with a neutron glaive.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type !! S !! AP !! D !! ABILITIES &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal cluster missiles || 30&amp;quot;  || Assault D6  || 5 || -2 || 1 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron drop-charges || 6&amp;quot; || Assault * || * || -5 || 1 || See text &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron glaive (shooting) || 18&amp;quot; || Rapid Fire 1 || 5 || -2 || D3 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron glaive (melee) || Melee || Melee || +0 || -2 || D3 || - &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
Any number of models may replace their neutron drop-charges with crystal cluster missiles.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Plunge from the Skies&#039;&#039;, &#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hit and Run&#039;&#039;:  When this unit Advances, increase its Movement characteristic by 6&amp;quot; in addition to the result from rolling a die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Neutron drop-charges&#039;&#039;: When this unit moves in the Movement phase, you may declare that it is making a bombing run. If you do, pick one model in the unit and mark the path it moves along. In the following Shooting phase, this unit may only shoot with Neutron drop-charges and may only target one unit. However, distance to the targeted unit may be measured from any part of the marked path. This attack automatically hits; it scores 2 hits for each {{W40kKeyword|TITANIC MONSTER}} or non-{{W40kKeyword|TITANIC}} {{W40kKeyword|VEHICLE}} in the target unit, 3 hits for each non-{{W40kKeyword|TITANIC}} {{W40kKeyword|MONSTER}} in it, and a single hit for every other model in it, up to a maximum of 10 hits. For each wound roll, roll a D6 and add the number of models in the Broadwing Squad which are equipped with neutron drop-charges. These hits wound on a modified 7+. (An unmodified 1 fails as normal, even if it is a modified 7+.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;&#039;&#039;&#039;Hive&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly, Infantry, Vespid Broadwing}}&lt;br /&gt;
Points estimate: 13 points per model, 16 points per model for drop-charges. Cluster missiles 13, Neutron glaive 8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Heavy Support: Vespid Swiftwing Squad &#039;&#039;PL8 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Vespid Swiftwing || 14&amp;quot; || 5+ || 4+ || 3 || 4 || 1 || 1 || 5 || 5+ &lt;br /&gt;
 |-&lt;br /&gt;
 | Swiftwing Strain Leader || 14&amp;quot; || 5+ || 4+ || 3 || 4 || 1 || 2 || 8 || 5+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
This unit contains 3 Vespid Swiftwings and a Swiftwing Strain Leader. It can include up to 2 additional Vespid Swiftwings (+4 Power), or up to 4 additional Vespid Swiftwings (+8 Power). Each model is equipped with crystal cluster missiles. The Swiftwing Strain Leader is additionally equipped with a neutron blast pistol.&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type !! S !! AP !! D !! ABILITIES &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal cluster missiles || 30&amp;quot;  || Assault D6  || 5 || -2 || 1 || - &lt;br /&gt;
 |-&lt;br /&gt;
 | Neutron blast pistol || 12&amp;quot;  || Pistol D3 || 3 || -1 || 1 || This weapon automatically hits its target. &lt;br /&gt;
 |-&lt;br /&gt;
 | Crystal hammershield || Melee || Melee || +0 || -1 || 1 || - &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
The Strain Leader may replace its neutron blast pistol with a crystal hammershield. If it does, all other models may take crystal hammershields.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wing Song, Concert of the Hives&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hammershield&#039;&#039;: Models equipped with crystal hammershields have a 3+ armor save and a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mobile Artillery&#039;&#039;: Immediately after making a Shooting attack (other than firing Overwatch), if this unit did not move this turn, the unit can move, and may Advance, as if it were the Movement phase. When this unit Advances, increase its Movement characteristic by 6&amp;quot; instead of rolling a die.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Reconnaissance in Force&#039;&#039;: At the start of the first battle round but before the first turn begins, you can move this unit up to 14&amp;quot;. They cannot end this move within 9&amp;quot; of any enemy models. If both players have units that are able to move at the start of the first battle round but before the first turn begins, the player who is taking the first turn moves their units first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;&#039;&#039;&#039;Hive&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: &lt;br /&gt;
: {{W40kKeyword|Fly, Infantry, Vespid Swiftwing}}&lt;br /&gt;
Points estimate: 22 each for the models, 10 each for missiles, 5 each for hammershields, 0 for pistol.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fast Attack: Yellowjacket Pack  &#039;&#039;PL4 &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;&#039;&#039;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv &lt;br /&gt;
 |-&lt;br /&gt;
 | Yellowjacket || 14&amp;quot; || 2+ || - || 5 || 6 || 4 || 4 || 3 || 4+  &lt;br /&gt;
 |-&lt;br /&gt;
 | Distance || Dodge &lt;br /&gt;
 |-&lt;br /&gt;
 | Moved || Save &lt;br /&gt;
 |-&lt;br /&gt;
 | 23&amp;quot;+ || 4+ &lt;br /&gt;
 |-&lt;br /&gt;
 | 15&amp;quot;-22&amp;quot;  || 5+ &lt;br /&gt;
 |-&lt;br /&gt;
 | 8&amp;quot;-14&amp;quot; || 6+ &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
This unit contains a single Yellowjacket. It may include up to three additional Yellowjackets (+3 Power per model).&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
 |- valign=top&lt;br /&gt;
 ! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
 |-&lt;br /&gt;
 | Stinger lance || Melee || Melee || +2 || -3 || D3 || Subtract 1 Damage against VEHICLES; add 1 against other targets. &lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;Dispersed Pack&#039;&#039;: The first time this unit is set up, all models in this unit must be placed within 6&amp;quot; of each other. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Feral Assault&#039;&#039;: This unit cannot Fall Back. When an enemy unit (other than a unit that contains a model with a minimum Move characteristic) within 1&amp;quot; of a Yellowjacket is chosen to Fall Back, you can roll one D6; on a 4+ that unit cannot Fall Back this turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Furious Dive&#039;&#039;: A Yellowjacket may Advance and Charge in the same turn. At the start of your Charge phase, if this unit is within 12&amp;quot; of any enemy units, it must declare a charge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Too Fast to Hit&#039;&#039;: As long as it has moved at least 8&amp;quot; since the beginning of your last turn, a Yellowjacket has a dodge save. Its strength is based on the total distance moved, including Advances, Charges, and Consolidate moves,  as specified in the table above. This dodge save is an invulnerable save which applies only against shooting attacks; it applies against Overwatch attacks, but does not apply to shooting attacks made by units within 1&amp;quot; of the Yellowjacket (i.e Pistol attacks).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|T&#039;au Empire, Vespid, &amp;lt;&#039;&#039;&#039;Hive&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
: {{W40kKeyword|BEAST, FLY, YELLOWJACKET PACK }}&lt;br /&gt;
Points estimate: 70 per model (incl. weapon)&lt;br /&gt;
&lt;br /&gt;
==The Galg &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Special rules The Galg &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
===Wargear and points The Galg &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Burst Pistol || 6&amp;quot; || Pistol 2 || 4 || - || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| HEI/AP Rounds || 6&amp;quot; || Pistol 1 || 6 || -1 || D3 || If a model using this weapon rolls a 1 to-hit they suffer a mortal wound at the end of the shooting phase. &lt;br /&gt;
|-&lt;br /&gt;
| Underslung EX-HEAT Grenade || 6&amp;quot; || Heavy 1d6 || 7 || -2 || 1 || One Use only&lt;br /&gt;
|-&lt;br /&gt;
| Thump Gun || 12&amp;quot; || Assault 1D3 || 4 || - || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Rotator || 12&amp;quot; || Assault 2D3 || 5 || 0 || 1 || This weapon may target units that the weilder cannot draw line of sight to&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Rotator || 24&amp;quot; || Heavy 4 || 7 || -1 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Dart Gun || 12” || Assault 2 || 3 || - || 1 || The darts of this weapon are slathered in neurotoxins and acid. Any units with the keyword &amp;lt;Infantry&amp;gt; are always wounded on a to-wound roll of 5+ &lt;br /&gt;
|-&lt;br /&gt;
| Dart Rifle || 24&amp;quot; || Assault 2 || 3 || - || 1 || The darts of this weapon are slathered in neurotoxins and acid. Any units with the keyword &amp;lt;Infantry&amp;gt; are always wounded on a to-wound roll of 5+&lt;br /&gt;
|-&lt;br /&gt;
| EX-HEAT Charge || 8&amp;quot; || Grenade 1 || 8 || -4 || D6 || Should this weapon successfully wound a unit with the keyword &amp;lt;Vehicle&amp;gt;, roll the damage twice and pick the higher result &lt;br /&gt;
|-&lt;br /&gt;
| Tank-Wrecker Missile Launcher || - || - || - || - || - || ---&lt;br /&gt;
|-&lt;br /&gt;
| (TWML) Tank-Wrecker Missiles || 36&amp;quot; || Heavy 1 || 7 || -3 || D3 || ---&lt;br /&gt;
|-&lt;br /&gt;
| (TWML) Crusher Concussive Missiles || 36&amp;quot; || Heavy 1D3 || 6 || -1 || 1 || When this weapon targets a unit with 10 or more models increasechange this weapons type to Heavy 1D6&lt;br /&gt;
|-&lt;br /&gt;
| AA Scatter Cannon || - || - || - || - || - || ---&lt;br /&gt;
|-&lt;br /&gt;
| (AASC) Scatter Trident Missiles || 36&amp;quot; || Heavy 3 || 6 || -1 || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| High-Power Thump Gun || 18&amp;quot; || Heavy 1D6 || 7 || -2 || 1 || ---&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! Damage !! Abilities&lt;br /&gt;
|-&lt;br /&gt;
| Machete || Melee || Melee || +1 || - || 1 || ---&lt;br /&gt;
|-&lt;br /&gt;
| Power Machete || Melee || Melee || +2 || -2 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Morrallian Deathsworn &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Special rules Morrallian Deathsworn &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
===Wargear and points Morrallian Deathsworn &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged Wargear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities || Points&lt;br /&gt;
|-&lt;br /&gt;
| Burst Scatter-Cannon || 18&amp;quot; || Assault 4 || 5 || 0 || 1 || If the target is within half range add +1 to this weapon&#039;s Strength || -&lt;br /&gt;
|-&lt;br /&gt;
| Chemical Cleanser || 8&amp;quot; || Assault 2D6 || 5 || -1 || 1 || This weapon hits automatically || -&lt;br /&gt;
|-&lt;br /&gt;
| Cyclic Flamer || 8&amp;quot; || Heavy 2D6 || 6 || -1 || 1 || This weapon hits automatically || -&lt;br /&gt;
|-&lt;br /&gt;
| Hellstorm Missile Pod || 36&amp;quot; || Heavy 2D3 || 6 || -1 || D3 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Ion Grenades || 12&amp;quot; || Assault 1 || 8 || -1 || D3 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Overcharged Pulse Shotgun || 18&amp;quot; || Assault 2 || 6 || -1 || 1 || If the target is within half range add +1 to this weapon&#039;s Strength || -&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Cluster Grenades || 12&amp;quot; || Assault 3D3 || 5 || 0 || 1 || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| Pulse Shotgun || 18&amp;quot; || Assault 2 || 5 || 0 || 1 || If the target is within half range add +1 to this weapon&#039;s Strength || -&lt;br /&gt;
|-&lt;br /&gt;
| Trench Flamer || 8&amp;quot; || Assault 2D6 || 5 || 0 || 1 || This weapon hits automatically || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Wargear&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities || Points&lt;br /&gt;
|-&lt;br /&gt;
| Trench Knife || Melee || Melee || User || 0 || 1 || A model equipped with this Weapon may make an additional attack in the Fight Phase || &lt;br /&gt;
|-&lt;br /&gt;
| Power Blade || Melee || Melee || +2 || -1 || 1 || --- || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Pakasar &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Pakasar Abilities &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frenzy&#039;&#039;&#039;: If any unit with this special ability manages to destroy an enemy model Friendly &#039;&#039;&#039;PAKASAR&#039;&#039;&#039; Units within 6&amp;quot; do not have to test morale/Battleshock at the end of the turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hyper-Aggression&#039;&#039;&#039;: Any unit with this ability always attacks first in the fight sub-phase, even if it didn&#039;t charge.&lt;br /&gt;
&lt;br /&gt;
===Wargear and points Pakasar &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! Damage !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Hydrojet Darter Pistol || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || --- ||&lt;br /&gt;
|-&lt;br /&gt;
| Hydrojet Darter || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || --- ||&lt;br /&gt;
|-&lt;br /&gt;
| Hydrosurge Darter || 24&amp;quot; || Assault 2 || 4 || 0 || 1 || --- ||&lt;br /&gt;
|-&lt;br /&gt;
| Hydrostorm Darter || 36&amp;quot; || Heavy 3 || 5 || -1 || 1 || --- ||&lt;br /&gt;
|-&lt;br /&gt;
| Hydropak Surge Blaster || 24&amp;quot; || Assault 1D3 || 4 || 0 || 1 || --- ||&lt;br /&gt;
|-&lt;br /&gt;
| Hydropak Storm Blaster || 36&amp;quot; || Heavy 3D3 || 6 || -1 || 1 || --- ||&lt;br /&gt;
|-&lt;br /&gt;
| Tempest Missile Launcher || 36&amp;quot; || Heavy 1 || 6 || -3 || D3 || --- ||&lt;br /&gt;
|-&lt;br /&gt;
| Typhoon Multi-Missile Launcher || - || - || - || - || - || When attacking with this weapon, choose one of the profiles below || &lt;br /&gt;
|-&lt;br /&gt;
| TMML Maelstrom Missiles || 48&amp;quot; || Heavy 2D6 || 7 || -2 || 1 || When this weapon rolls to determine the number of attacks it makes, you may re-roll 1 or both dice. ||&lt;br /&gt;
|-&lt;br /&gt;
| TMML Lightning Missiles || 48&amp;quot; || Heavy 4 || 8 || -3 || D3 || The target unit does not gain any bonus to its save for being in cover. ||&lt;br /&gt;
|-&lt;br /&gt;
| TMML Sky Splitter Missiles || 48&amp;quot; || Heavy 4 || 7 || -2 || 1 || Add 1 to hit rolls for this weapon when targeting units with the &amp;lt;&#039;&#039;&#039;FLY&#039;&#039;&#039;&amp;gt; keyword. ||&lt;br /&gt;
|-&lt;br /&gt;
| Magnetohydro Linear Driver || 60&amp;quot; || Heavy 1 || 7 || -3 || D6 || For each wound roll of 6+ the target unit suffers a Mortal Wound in addition to the regular damage. If you make one or more hit rolls of 1 the bearer suffers a Mortal Wound after all of this weapons shots have been resolved. ||&lt;br /&gt;
|-&lt;br /&gt;
| Heavy Magnetohydro Surge Driver || 60&amp;quot; || Heavy 2 || 9 || -3 || D6 || For each wound roll of 6+ the target unit suffers D3 Mortal Wound in addition to the regular damage. If you make one or more hit rolls of 1 the bearer suffers a Mortal Wound after all of this weapons shots have been resolved. ||&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melee Weaponry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S!! AP!! Damage !! Abilities !! Points&lt;br /&gt;
|-&lt;br /&gt;
| Electroreceptor Blade || Melee || Melee || User || -1 || 1 || --- || &lt;br /&gt;
|-&lt;br /&gt;
| Electrified Fin Axe || Melee || Melee || +1 || -3 || 1 || --- || &lt;br /&gt;
|-&lt;br /&gt;
| Great Wave Hammer || Melee || Melee || +3 || -1 || 2 || --- || &lt;br /&gt;
|-&lt;br /&gt;
| Tsunami Hammer || Melee || Melee || x2 || -1 || 3 || --- || &lt;br /&gt;
|-&lt;br /&gt;
| Reef Breaker Talon || Melee || Melee || User || -2 || D3 || --- || &lt;br /&gt;
|-&lt;br /&gt;
| Ray Lash || Melee || Melee || User || 0 || 1 || This weapon always wounds models (other than &amp;lt;&#039;&#039;&#039;VEHICLES&#039;&#039;&#039;&amp;gt; on a 3+. || &lt;br /&gt;
|-&lt;br /&gt;
| Tide Breaker Shield || Melee || Melee || User || 0 || 1 || Models with this weapon lose the &#039;&#039;&#039;Frenzy&#039;&#039;&#039; ability, but may re-roll any failed saves. || &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N&#039;Deemi &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Special rules N&#039;Deemi &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
===Wargear and points N&#039;Deemi &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
==Hrenian Light Infantry &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;==&lt;br /&gt;
===Special rules Hrenian Light Infantry &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
===Wargear and points Hrenian Light Infantry &amp;lt;span style=&amp;quot;color: red&amp;quot;&amp;gt; &#039;&#039;&#039;WIP&#039;&#039;&#039; &amp;lt;/span&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
==Blank Templates==&lt;br /&gt;
&lt;br /&gt;
===Weapon Table===&lt;br /&gt;
&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities || Points&lt;br /&gt;
|-&lt;br /&gt;
| --- || ---&amp;quot; || --- || - || - || - || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| --- || ---&amp;quot; || --- || - || - || - || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| --- || ---&amp;quot; || --- || - || - || - || --- || -&lt;br /&gt;
|-&lt;br /&gt;
| --- || ---&amp;quot; || --- || - || - || - || --- || -&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===One-Stage Model===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Unit quote goes here&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fluff text goes here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Model 1 || -&amp;quot; || -+ || -+ || - || - || - || - || - || -+&lt;br /&gt;
|-&lt;br /&gt;
| Model 2 || -&amp;quot; || -+ || -+ || - || - || - || - || - || -+&lt;br /&gt;
|}  &lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: ---&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: ---&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| --- || ---&amp;quot; || --- || - || - || - || --- &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
:{{W40kKeyword|T&#039;au Empire, &amp;lt;&#039;&#039;&#039;---&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Model 1&lt;br /&gt;
: {{W40kKeyword|---; Model 1}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Model 2&lt;br /&gt;
: {{W40kKeyword|---; Model 2}}&lt;br /&gt;
&lt;br /&gt;
===Multi-stage model===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Unit Quote goes here&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Fluff text goes here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Model 1 || * || -+ || * || - || - || -- || * || - || -+ &lt;br /&gt;
|}  &lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! W !! M !! BS !! A &lt;br /&gt;
|-&lt;br /&gt;
| --- || --&amp;quot; || -+ || -- &lt;br /&gt;
|-&lt;br /&gt;
| --- || --&amp;quot; || -+ || --&lt;br /&gt;
|-&lt;br /&gt;
| --- || --&amp;quot; || -+ || --&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Unit Composition&#039;&#039;&#039;: Model 1&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Wargear&#039;&#039;&#039;: &lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Weapons:&#039;&#039;&#039;&lt;br /&gt;
{| border=1 cellspacing=0 cellpadding=4 align=left&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
| --- || ---&amp;quot; || --- || - || - || - || --- &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br style=&amp;quot;clear: both; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wargear options:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Abilities:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;Faction Keywords&#039;&#039;&#039;&lt;br /&gt;
{{W40kKeyword|:T&#039;au Empire, &amp;lt;&#039;&#039;&#039;---&#039;&#039;&#039;&amp;gt;}}&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;: Model 1&lt;br /&gt;
{{W40kKeyword|: ---; ---; Model 1}}&lt;br /&gt;
&lt;br /&gt;
==Playtest and other feed back==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
Pleas leave playtest&#039;s and feed back in this format&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In the &amp;quot;title&amp;quot; of this block you put the name/reason/problem of the feed back or in case of playtest put the armies and points played.&amp;lt;br&amp;gt;&lt;br /&gt;
In the expandable block (the part this is in) you put al the other information regarding your &amp;quot;post&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Pleas do not use collapse blocks inside of other blocks (aka only 1 layer deep)&amp;lt;br&amp;gt; &lt;br /&gt;
If you have more the one problem put them in different blocks.&amp;lt;br&amp;gt;&lt;br /&gt;
We may remove a block/post if the info inside is not relevant or the complaint is fixed (in certain situation it may also by moved to the talk page)&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer Homebrew]]&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=/tg/_Heresy_Writefaggotry&amp;diff=1011682</id>
		<title>/tg/ Heresy Writefaggotry</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=/tg/_Heresy_Writefaggotry&amp;diff=1011682"/>
		<updated>2026-05-20T16:17:55Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This page details people, events, and organisations from [[The /tg/ Heresy]], a fan re-working of the Warhammer 40,000 Universe.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This page is dedicated to all those contributors who are either with the project or have left. Be warned, some of this stuff is outdated. Check the actual pages of the Legions and other stuff mentioned to get the full picture and all of the truth.&lt;br /&gt;
&lt;br /&gt;
=Writefaggotry=&lt;br /&gt;
Many writefags free time was lost to bring us this...&lt;br /&gt;
&lt;br /&gt;
Assembled stories, snippets, and bits from the threads. &lt;br /&gt;
&lt;br /&gt;
==Before the Crusade==&lt;br /&gt;
===Praise to Chaos===&lt;br /&gt;
&#039;&#039;The following was found scrawled across the hallways of a derelict vessel&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
First and last, the Lord of Decay&amp;lt;br/&amp;gt;&lt;br /&gt;
Borne unto us under sickly skies of green&amp;lt;br/&amp;gt;&lt;br /&gt;
Ushered in to this world on seven dying breathes&amp;lt;br/&amp;gt;&lt;br /&gt;
Your birth cries were a balm of laughter&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To you we owe eternity our stalwart friend&amp;lt;br/&amp;gt;&lt;br /&gt;
Who takes our pain and soothes our souls&amp;lt;br/&amp;gt;&lt;br /&gt;
Who shepherds our souls to the everlasting&amp;lt;br/&amp;gt;&lt;br /&gt;
We bless you Nurgle&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Second born, the Changer of Ways&amp;lt;br/&amp;gt;&lt;br /&gt;
Within the womb of thunderous blue you could not wait&amp;lt;br/&amp;gt;&lt;br /&gt;
With naught but nine whispers you were free&amp;lt;br/&amp;gt;&lt;br /&gt;
A beacon of hope against the dark&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To you we owe all wisdom our secret master&amp;lt;br/&amp;gt;&lt;br /&gt;
Who showed us the hope and sorcery&amp;lt;br/&amp;gt;&lt;br /&gt;
Who took our feeble forms and made them better&amp;lt;br/&amp;gt;&lt;br /&gt;
We bless you Tzeentch&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Third born, Taker of Skulls&amp;lt;br/&amp;gt;&lt;br /&gt;
Your womb was a world drowned in red&amp;lt;br/&amp;gt;&lt;br /&gt;
Cut free from its flesh by eight empires&amp;lt;br/&amp;gt;&lt;br /&gt;
Your screams proclaimed your might&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To you we owe power our mighty champion&amp;lt;br/&amp;gt;&lt;br /&gt;
Who blessed us with us with the strength to challenge&amp;lt;br/&amp;gt;&lt;br /&gt;
Who forged us the way of honor&amp;lt;br/&amp;gt;&lt;br /&gt;
We bless you Khorne&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fourth but not Final, the Prince of Pleasure&amp;lt;br/&amp;gt;&lt;br /&gt;
Your unborn slumber roused by pink flesh writhing in ecstasy&amp;lt;br/&amp;gt;&lt;br /&gt;
Waiting no more you took six perfected masters as your own&amp;lt;br/&amp;gt;&lt;br /&gt;
Your majesty stilled the cosmos&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To you we owe all delights our perfected noble&amp;lt;br/&amp;gt;&lt;br /&gt;
Who polished our souls unto glory&amp;lt;br/&amp;gt;&lt;br /&gt;
Who takes us to revel in bliss&amp;lt;br/&amp;gt;&lt;br /&gt;
We bless you Slaanesh&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not all gods have been born to us the blessed&amp;lt;br/&amp;gt;&lt;br /&gt;
Three more slumber unborn; their hour not yet here&amp;lt;br/&amp;gt;&lt;br /&gt;
But if you listen their cries can be heard&amp;lt;br/&amp;gt;&lt;br /&gt;
Jostling in their cosmic womb for their chance&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Golden Tyrant, for you we wait&amp;lt;br/&amp;gt;&lt;br /&gt;
To you all will bow and beg their place&amp;lt;br/&amp;gt;&lt;br /&gt;
And in the gears of your great machine&amp;lt;br/&amp;gt;&lt;br /&gt;
All souls are put pieces of a puzzle&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Ashen Mother, for you we wait&amp;lt;br/&amp;gt;&lt;br /&gt;
The tender caress of your cloying roots&amp;lt;br/&amp;gt;&lt;br /&gt;
To your loving touch the walls of minds will crumble&amp;lt;br/&amp;gt;&lt;br /&gt;
And together we will all be one&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Black Renegade, for you we wait&amp;lt;br/&amp;gt;&lt;br /&gt;
Your guidance will exalt the soul to stand alone&amp;lt;br/&amp;gt;&lt;br /&gt;
The cries of division are a chorus to your ears&amp;lt;br/&amp;gt;&lt;br /&gt;
And the curses of your kin are but badges of honor&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thamoraz&#039;s Price===&lt;br /&gt;
&lt;br /&gt;
O mighty Lord of Decay, Grandfather Nurgle&lt;br /&gt;
Who succors our souls and salves our despair&lt;br /&gt;
Who shepherds us all from his garden of mirth&lt;br /&gt;
Whose hand stays death and welcomes us all&lt;br /&gt;
Remember your due, O Plague Lord&lt;br /&gt;
&lt;br /&gt;
The terror of death that shows them your path&lt;br /&gt;
The horror of blight that begs your caress&lt;br /&gt;
With no reaper&#039;s due your garden&#039;d run bare&lt;br /&gt;
Without great Thamoraz none would come begging for you&lt;br /&gt;
So remember your due, he asks only fear&lt;br /&gt;
&lt;br /&gt;
O mighty changer of ways, Sorcerous Tzeentch&lt;br /&gt;
Who evolves our souls and leads us to hope&lt;br /&gt;
Who weaves our fates from his labyrinth of crystal&lt;br /&gt;
Whose gifts grant sight and beckons us forward&lt;br /&gt;
Remember your due, O Architect of Fate&lt;br /&gt;
&lt;br /&gt;
The terror of ignorance that shows them your path&lt;br /&gt;
The horror of stagnation that begs your release&lt;br /&gt;
With no looming doom there&#039;d be no drive to evolve&lt;br /&gt;
Without great Thamoraz none would come begging for you&lt;br /&gt;
So remember your due, he asks only fear&lt;br /&gt;
&lt;br /&gt;
O mighty Blood God, Raging Khorne&lt;br /&gt;
Who challenges our souls and leads us to red-ardor&lt;br /&gt;
Who stokes our wrath from his throne of skulls&lt;br /&gt;
Whose resolve bolsters our flesh and drives us on&lt;br /&gt;
Remember your due, O Taker of Skulls&lt;br /&gt;
&lt;br /&gt;
The terror of weakness that that shows them your path&lt;br /&gt;
The horror of vulnerability that begs your vengence&lt;br /&gt;
With no dreadful secrets your axe would sit dry&lt;br /&gt;
Without great Thamoraz none would come begging for you&lt;br /&gt;
So remember your due, he asks only fear&lt;br /&gt;
&lt;br /&gt;
O mighty Lord of Excess, Prince Slaanesh&lt;br /&gt;
Who exalts our souls and leads to perfection&lt;br /&gt;
Who grants us bliss from her palace so grand&lt;br /&gt;
Whose beauty inspires and ignites our passions&lt;br /&gt;
Remember your due, O Dark Prince&lt;br /&gt;
&lt;br /&gt;
The terror of deprivation that shows them your path&lt;br /&gt;
The horror of poverty that begs your excess&lt;br /&gt;
With no threatening loss none would seek ever more&lt;br /&gt;
Without great Thamoraz none would come begging for you&lt;br /&gt;
&lt;br /&gt;
===The Skeleton in the Caves===&lt;br /&gt;
&lt;br /&gt;
As a babe, the Primarch whould come to be known as Golgothos crash landed on a desolate, grey planet known as Sepulchra. The surface of Sepulchra were inhospitable badlands, with gale force winds kicking up dust storms which could rip the flesh off a man. Fortunately, Golgothos&#039; pod crashed with such force that it pierced through the surface into the caverns below, and it is in these caverns that Golgothos made his home.&lt;br /&gt;
&lt;br /&gt;
As a child, Golgothos lived by foraging for caveworms and scraping moss off of walls. As he grew, he began to hunt larger and larger game. The beasts of Sepulchra fell to his bare hands, and Golgothos would consume everything, leaving only the bones behind.&lt;br /&gt;
&lt;br /&gt;
However, Golgothos&#039; life was not safe, for deep within the caverns lived a clan of Orks. Many times as he was feeding, Golgothos would be discovered by wandering Orks, and be forced to flee. For many years he was forced to live cautiously, fleeing before the echos of Ork grunts.&lt;br /&gt;
&lt;br /&gt;
It was not until he was a man grown that Golgothos chose to face the Orks in battle. The Orks had driven all game from the caverns, and so Golgothos was starving. Delirious and exhausted, Golgothos wandered passageways he had never been to before. Stumbling around a bend, he happened upon three Orks, arguing over the roasting corpse of a cave drake. Golgothos attacked the Orks with a ferocity he did not know he had posessed, kicking, clawing, biting, with his screams of fury echoing across the planet. The Orks never stood a chance.&lt;br /&gt;
&lt;br /&gt;
After that, armed with an Ork Choppa, Golgothos grew to enjoy hunting orks. The Orks came to call him &amp;quot;Da skellytun in da caves,&amp;quot; and told eachother tales of the bony creature which ripped apart Orks with its bare hands. Eventually, Warboss Skullgub decided he had had enough, and rallied his Orks to hunt Golgothos.&lt;br /&gt;
&lt;br /&gt;
For months, Skullgub harried Golgothos. While Golgothos was mighty, he could not face hordes of Orks at once, and so he was forced to make numerous tactical retreats. Fleeing before the echoing CLANKS of Skullgub&#039;s mega armour, Golgothos came upon a pair of massive metal blast doors. Golgothos had never seen anything man made before, and so he marveled at the doors. However, he was quickly ripped out of his confusion by the CLANK CLANK CLANK of skullgub&#039;s approach. Golgothos banged his fists against the control panel in desperation, and miraculously, the door opened.&lt;br /&gt;
&lt;br /&gt;
Within, Golgothos found polished metal hallways, with deep recesses in the walls. In each recess he found the ancient, dusty remains of a man: Golgothos had happened upon a crashed Catacomb Ship from the dark age of technology. He went deeper into the ship, looking for some choke point or other tactical advantage, and found it: A door leading into a personal Tomb. He looked within, and found, laying on a Beir, a well dressed skeleton. The skeleton was decorated with gold jewelry and gems, as well as medals which marked him as a military officer. On the officer&#039;s hand, dull grey and coated with a layer of dust, was an ancient Power Fist. With his mighty new weapon, and an advantageous choke point, Golgothos was able to drive off Skullgub&#039;s Orks.&lt;br /&gt;
&lt;br /&gt;
The Discovery had confused Golgothos, however. He had never seen another human being before, never even conceived of the possibility that there were others. And yet, here in this catacomb, he had found the skeletal remains of hundreds of men. Golgothos began to think that Men were gods, or perhaps demons, meant to torment the Orks. He spent the next few years guarding the catacombs, and tending to the remains of what he believed to be fallen gods.&lt;br /&gt;
&lt;br /&gt;
Eventually, Skullgub managed to corner Golgothos away from home as he was hunting. Outnumbered, outmatched, and staring down the gob of a gigantic mega armoured warboss, Golgothos called out to the gods for aid. With a loud CRASH, the roof before him caved in, and before Golgothos&#039; tear-filled eyes was a Drop Pod of the Imperium of Man. From this Drop Pod emerged the Emperor himself, along with some of his mighty Space Marines. The Emperor cleaved Skullgub in two with his mighty power sword, and the Marines made short work of the remaining Orks.&lt;br /&gt;
&lt;br /&gt;
The Emperor offered Golgothos a mighty legion to lead, and Golgothos required no convincing. As far as Golgothos was concerned, before him stood the King of the Gods, and such a being should not be questioned. The Emperor did not approve of Golgothos&#039; superstition, but at least it was superstition of human superiority. Golgothos was given the VI Legion, which he named The Entombed.&lt;br /&gt;
&lt;br /&gt;
The Entombed maintain Golgothos&#039; faith to this day, believing humans to be Gods, sent to punish impure and inferior xenos. They guard their fortress monastary, called the Catacomb, and pay much respect to the dead.&lt;br /&gt;
&lt;br /&gt;
==Great Crusade Era==&lt;br /&gt;
&lt;br /&gt;
===Burning Worlds===&lt;br /&gt;
The world was on fire.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One could not tell if it was day or night from the eternal glow, or the ash that choked the sky. The battlefield was a picture of hell, the hell man had once believed in before the Imperial Truth had swept such superstition away. But here and now, that mythical hell was reborn upon Yaga Prime, sending countless souls to damnation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Striding through the flames, the Sons of Fire burned everything before them. The human defenders of this world, who had refused to abandon their gods and beliefs, were now either ash or small bands of fleeing survivors, each being run down and burned one after the other.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The war had been won in a single hour and twenty-seven minutes, though the battle still raged on three weeks later.&lt;br /&gt;
One hour twenty-seven minutes. That had been how long it had taken for his ships to cripple the enemy fleet and fire-bomb every single major city on the planet.&lt;br /&gt;
Over half the enemy flotilla had been lost in the opening salvos, the rest in the hours and days after. The wreckage now orbited the capital planet, the heart of this system.&lt;br /&gt;
Following that, twenty-four Modalis-class atmospheric missiles had been launched from the Eternal Conflagration at the surface of Yaga Prime. Each targeted a key strategic location, major cities, strategic hubs, and within seconds billions had burned.&lt;br /&gt;
&lt;br /&gt;
Thus, the war for Yaga Prime was won in one hour twenty-seven minutes. In the months that followed, all that remained was to complete the cull.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First Captain Kariman could feel the blistering heat inside the confines of his Terminator Plate. That meant that outside the temperature must be blistering, near that of the Plasma Reactors his suit had once been designed for.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He strode dispassionately through the carnage, through the fire, flanked by his standard bearer Kleast, the standard singed at the edges, and master of signal Amerauk. The first company was at the heart of the pursuit, passing the blazing hulks of tanks and troop carriers. The crackling sound of burning flesh was everywhere, and the smell, the smell of burned man. That smell was lodged in the nasal cavities of every last Son of Fire. Most loved that smell. Kariman disliked it.&lt;br /&gt;
&#039;&#039;I am in the wrong Legion. I take no pleasure in what I have to do.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most of his brothers took glee in burning all before them, the sickness that it seemed consumed more and more of his Brothers. Even before their Primarch had joined them, the Legion had taken to the use of flame weapons more often than not. Kariman had been young then, and had hoped their Primarch would be a great leader, one who could stand shoulder to shoulder with his Brothers as the Crusade pushed ever onwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Then they had found their liege lord, and all had changed.&lt;br /&gt;
&lt;br /&gt;
“Kariman,” A deep, booming voice suddenly crackled through the vox.&lt;br /&gt;
&lt;br /&gt;
He knew instantly who it was.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
His Primarch. The Burned King. The Fire Rider. Inferox.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“You are needed. One of the Sigillite’s spawn has arrived to see our progress, and I need you here with me.”&lt;br /&gt;
&lt;br /&gt;
“And why is that sire?”&lt;br /&gt;
&lt;br /&gt;
“So you can restrain me if I get fed up of her twittering and want to see how well she burns.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
He could see in his kind’s eye the Primarch&#039;s mighty flame-claw gauntlets flexing. Inferox was hardly co-operative. He was pointed at a world, and told to burn it. To have a representative of the Regent of Terra come, had to mean something was up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“I’m on my way,” Kariman began, but the line was already dead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Kleast? Contact Captain Tamyo and tell him command’s passed to him. I have been summoned.”&lt;br /&gt;
&lt;br /&gt;
“The Primarch?”&lt;br /&gt;
&lt;br /&gt;
“Who else?”&lt;br /&gt;
&lt;br /&gt;
Kleast lowered the standard as he turned to Kariman. “Keep him calm. The last thing we need is another ‘accidental’ death. Emperor knows we&#039;ve had enough of them in the past.”&lt;br /&gt;
&lt;br /&gt;
===Roses Crush The Best===&lt;br /&gt;
Rosean, an oceanic world covered nearly entirely with water with the exception of a small continent containing its only landmass. It accounts for seventeen percent of the total surface area of the world only. The people of Rosean possess an advanced form of laser technology they had devised after years of isolation. The sudden appearance of the Imperium was at first met with glee, but demands for compliance soon found the small system and the solar empire at war. Lacking in voidships, the Roseans more than make up for this with their fearsome technology which the Imperium eagerly desires to dissect.&lt;br /&gt;
&lt;br /&gt;
The Imperial amassed fleet sits behind one of the two moons of the planet. Heated debate has paralyzed the reclamation force for a week now. The Silver Cataphracts First Captain Sergei had been butting heads with very Primarch of the Mastodontii himself. It had to be getting serious, or else they wouldn&#039;t be calling her up. The Lacunan Lifewatch had been posted with the 66th Expedition Fleet with the intention of bringing back less than welcoming human worlds into the loving embrace of the Imperial Truth. But no one had requested the Major General&#039;s presence except if they needed to prolong an argument. The Astartes gave orders. They didn&#039;t hold meetings that involved the common soldiery, normally. The elevator climbed the many floors of &#039;Rosskar&#039;s Frown&#039; in a flash, reaching the war room with a few minutes to spare before she was supposed to arrive. There were no windows in this section of the ship, as it was in the very heart of the numerous layers of plasteel and ceramite that made the vessel&#039;s hull.&lt;br /&gt;
&lt;br /&gt;
Stepping with her right foot out, she stride forward with gloved hands in her coat pocket ever closer to the sounds of bickering Astartes. &amp;quot;Major General Francia?&amp;quot;The question came from her left. The man appeared to be young, but that told you nothing. Rejuvenant treatments were commonplace among the upper echelon of the Imperial Army. His uniform was a dulled white, that of snow. It was nothing remarkable, which was remarkable. It didn&#039;t have flashy glint or elaborate designs, but it didn&#039;t look like he made it back at his backwater of a homeworld either.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I am Major General Alexey, of the Rosskar Strelky,&amp;quot; It was only polite to greet one&#039;s comrade with a handshake, right? Francia didn&#039;t think so, and the gesture died between them. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;You&#039;re the Silver&#039;s dogs, huh?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Excuse me, miss?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You heard what I said. Your men don&#039;t think the Army is good enough for you, I understand.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The young-looking man was taken aback. He found his footing though, replying with a curt, &amp;quot;I did not expect you to be such a bitch.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A smug grin formed on the Lifeguard&#039;s commander. &amp;quot;There it is. Old Rosskan fire. Please don&#039;t waste my time with pleasantries, I know your people don&#039;t waste time with it and I don&#039;t either. Can we agree to be honest with each other? We have enough to deal with the Astartes. Alright?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It appeared as if a weight was lifted off of Alexey&#039;s shoulders. The years of training in etiquette and manners melted away in no time. He slouched his back, pulling out a small winter cap to place on his head. &amp;quot;Glad we can find agreement even when others cannot.&amp;quot; The yelling of the Captains still rung in the hallway.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let&#039;s go inside before they notice we&#039;re late.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is an odd place to be between demi-gods. They are giants within armor to make a tank blush, wielding weaponry and strength not able to be conceived by the average soldier. The Lifeguard had fought for three campaigns alongside the Mastodontii, becoming quite accustomed to their tactics and strategies. Alexey had been raised from birth to assume his role as supreme commander of the Strelky, the grand auxiliary forces who support the Silver Cataphracts in their endeavors. &lt;br /&gt;
&lt;br /&gt;
Currently First Captain Sergei &#039;The Bear&#039; was having the same argument he&#039;d been in with the damn Primarch of the Mastodontii, Tollund Ötztal. The Great Hunter. &lt;br /&gt;
&lt;br /&gt;
As always, Sergei presented his case with the vigor and frozen fury of most Rosskans, &amp;quot;Those lasers will make a convention assault impossible. We&#039;ll have a hard enough time organizing out fleet to the orbit of the world so we aren&#039;t destroyed by surface-to-stellar batteries! We must move before more satellite defenses can be mustered! They&#039;ve made another dozen in the time you&#039;ve been having your &#039;talks&#039;.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Those discussions,&amp;quot; always Tollund had a way with words that completely enraptured Francia, &amp;quot;As you so easily dismiss could lead to a completely peaceful solution. Even while that may fail, we are exploring completely bypassing those satellites and batteries by contacting sympathetic elements with Rosean. If you would only give it time, my brother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You! Are not! My fucking brother!&amp;quot; Sergei slams his Bolter into the table, smashing it and the weapon in two. &amp;quot;You will not see what is clearly necessary in front of you! This world has huge populations of algae which can be harvested to feed worlds which struggle to survive. And you want to preserve a few million when billions could suffer from our inaction? I have damn patience, but not the patience. To do. Nothing!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
If it had been any other Primarch Sergei would either be dead or demoted by now. Always his fiery temperament had brought him to blows with his own Primarch, who admired him for the tenacity that grew within him. Alexey had come to expect it by now, but he never lived in fear of it. Despite the rage Sergei never succumbed to it. No one had ever been hurt by it, except maybe Sergeo himself. &lt;br /&gt;
&lt;br /&gt;
Tollund in regular expected fashion took the bluster and anger without a beat lost. The debate continued for hours, with what to do about this possibility or that outcome or any possible result of their actions. Sergei attempted to out think Tollund, to bring cold reason and hard facts into the equation. While Tollund spoke circles around the furious Captain by showing the clear virtue of handling this with the least amount of blood shed possible. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Imperium needs every soul. That includes our own and those of whom we wish to incorporate. You cannot rush progress, Captain.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alexey spoke up at last, &amp;quot;Yes you can, Primarch. That is exactly what the Imperium is doing. That is what the Imperail Truth is, and that is the entirety of the Rosskan people&#039;s history for the past few centuries. Progress obtained from pure will and might.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The room fell silent. A Captain out speaking to the Primarch, this was a possibility. A human outright speaking against him, correcting him, and calling him wrongful was. It gave Francia more than plenty of reasons to take a few steps to the side when Tollund turned about. Instead of a angry glare, a friendly smile looked down upon the Strelky&#039;s Major General. &amp;quot;You agree with the Cataphracts philosophy? Not surprising. But you do not have authority here, despite being in such a prominent position within the militia forces of Rosskar. I will let you speak your mind, go on.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Well, the Roseans obviously do not wish to be part of the Imperium. Their continued deployment of satellites, and the fact we much reach out to fringe groups and extremists to find support displays the sad fact that the majority of the population support this anti-Imperial sentiment. We must act quickly, as Sergei says. Not because he is a Silver Cataphract, but because every satellite represents another thousand or more crewmen dying in the upcoming void battle.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Francia stepped from the shadows to speak out against her colleague, before Tollund was able to reply. The Primarch saw the look in the woman&#039;s eyes, and happily allowed her the room. &amp;quot;So, you think just because we can&#039;t see the extent of the Pro-Imperial Rosean sentiment, we can&#039;t be sure that we could avoid even a space battle? We&#039;re talking about millions of lives, an advanced civilization that could even teach us something. This world deserves some time to allow us to reach out to them. If the Imperium struck out at the first signs of resistance, Rosskar would be ashes right now.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
All debate was ended with the sound of thunder. A figure marched into the room that demanded immediate reverence and respect from everyone except Primarch Tollund. It was Alexandri, dressed in green and white with a golden power maul in one hand, a lighting claw in the other. His face bore a great, massive long brown beard that ran down the front of his huge suit of armor. The Silver Cataphracts progenitor seemed full of glee as he surveyed the room. &amp;quot;Sorry!&amp;quot; His voice boomed in the room, a making the soft voice of Tollund appear like a faint whisper. &amp;quot;The warp is a fickle mistress. Anyways, my forces have already taken up position on the opposite moon. Those lasers! Dear, they nearly sniped by shuttlecraft. Let us all be thankful they aren&#039;t that accurate? Haha!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sergei signed heavily, looking to his Primarch with a mix of annoyance and barely concealed anger, &amp;quot;I&#039;m going to say you had a few on the way, didn&#039;t you, Alexandri?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Perhaps so, perhaps not. Where is my favorite nephew though?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Alexey smiled wide at his Uncle, speaking up, &amp;quot;Here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aaah! Alexey! I&#039;m glad to see you, we must meet somewhere else when this is all over!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tollund actually grew annoyed by his fellow Primarch&#039;s actions. He wanted to speak with his brother on how best to solve the Rosean problem. Hopefully with his wise council, they would be able to avoid the complications experienced between himself and Sergei. &amp;quot;Brother, please. Could we speak about Rosean?&amp;quot; &lt;br /&gt;
Alexandri turned to face his brother, &amp;quot;What about that shit heap of a world?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How are we going to deal with it!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sergei would never forget the look on Alexandri&#039;s face as he spoke the words, &amp;quot;It has already been dealt with, brother.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Tollund&#039;s face didn&#039;t have time to match up with the horror and revulsion as he uttered the words, &amp;quot;What did you just say?&amp;quot;&lt;br /&gt;
&amp;quot;Yes, I had my flagship push the lesser moon into the sea. The tidal wave caused will sink the Rosean continent underneath the sea. The problem has been dealt with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The room went silent. Both sides having been shocked by this act. Sergei was disgusted, Alexey was horrified. While others were left simply stunned Francia charged ahead to stand before the armored bulk of the Primarch. Her words spat forth like venom, her eyes filled with anger, &amp;quot;You act without the rest of us? You are callous, cruel man who on-&amp;quot;&lt;br /&gt;
One swat was all it took for Alexandri to rip her into several pieces with his power claw. It was remarkable how a hulking giant such a Primarch can move so fast. A flick of the wrist, and a life was ended. &amp;quot;Tollund,&amp;quot; Alexandri said flexing his surging blades, &amp;quot;See in the future that you keep better discipline amongst your lesser ranks. I will not suffer an insult like that again. Alexey! Let&#039;s go shoot something! I&#039;m sure there must be something to hunt in the underholds!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This was when Sergei, and Tollund, first began to truly despise Alexandri.&lt;br /&gt;
===Lazerus Lies in Ashes===&lt;br /&gt;
‘Kneel,’&lt;br /&gt;
&lt;br /&gt;
One word. Not a word, a command. A command as unbreakable as the very laws of the universe. A command from a living god, from the very apotheosis of all man.&lt;br /&gt;
&lt;br /&gt;
And yet the one commanded resisted.&lt;br /&gt;
&lt;br /&gt;
‘What?’ Aubrey the Grey, Lord of the Eternal Zealots asked, almost confused, unaware of why his Father was doing this.&lt;br /&gt;
&lt;br /&gt;
‘Kneel, Aubrey.’&lt;br /&gt;
&lt;br /&gt;
Slowly but surely, Aubrey lowered himself to one knee.&lt;br /&gt;
&lt;br /&gt;
The Emperor, a being of light and power, now spoke to the prostrate form of his son.&lt;br /&gt;
&lt;br /&gt;
‘You are a general, my son. Not a healer. You were created for war, for conquest, to reunite the human race under the aegis of truth. The human race. Not that of any other species.’&lt;br /&gt;
&lt;br /&gt;
‘I fight for all beings.’ Aubrey was no longer kneeling. He rose to his feet, his voice rising with him. ‘My Legion fights for your vision, for what you want the Imperium to be.’&lt;br /&gt;
&lt;br /&gt;
+It is not my Imperium+&lt;br /&gt;
&lt;br /&gt;
His words were now laced with power, enough power to destroy a million souls, the power that could force any being to comply with them.&lt;br /&gt;
&lt;br /&gt;
+It is the Imperium of Man. Of Man, Aubrey. The empire of humanity. Tell me, were those, things that raised you men?+&lt;br /&gt;
&lt;br /&gt;
Aubrey could not answer. He knew the truth, knew what was coming, He didn’t want to face it, but it was coming as unstoppably as the passage of time.&lt;br /&gt;
&lt;br /&gt;
+Remember what I told you, the day we first met. Xenos are never to be trusted. They are treacherous, selfish beings that want nought but their own advancement, not ours. They would throw all mankind on the pyre for but a day more of life. They have used you, my son. Used you as a way to get what they want. Not what I want+&lt;br /&gt;
&lt;br /&gt;
He now dropped his power and used his flesh voice, no less potently.&lt;br /&gt;
&lt;br /&gt;
‘You are blind, my son. You cling to ancient perceptions, and endanger us all with them. Let this end, Aubrey. Let this end with you heeding my words.’&lt;br /&gt;
&lt;br /&gt;
Aubrey still knelt where he was, trembling. Blood ran from one ear, running in a slow trail down his neck.&lt;br /&gt;
&lt;br /&gt;
‘I am listening, father,’ he slowly said.&lt;br /&gt;
&lt;br /&gt;
The then once more made his address, this time to the whole Legion. Every Astartes on all the ships orbiting Lazarus now heard these words.&lt;br /&gt;
&lt;br /&gt;
+Eternal Zealots, hear me well. You, among all my Legions, are guilty of failure. You have won many victories, but they have all been hollow. You have embraced vipers to your breast, and nurtured the true foes of humanity+&lt;br /&gt;
&lt;br /&gt;
+You allied with and supported xenos races, many of whom preyed on humanity during old night. You gave them our weapons and taught them about us. You armed our foes. While all others succeed and bring prosperity to the Imperium, you alone have failed me+&lt;br /&gt;
&lt;br /&gt;
The emperor now gestured at the planet below, As light began to bloom upon its surface.&lt;br /&gt;
&lt;br /&gt;
+So in punishment, Lazarus is forfeit. Even now your loyal, true brother Bohemond executes my orders. Lazarus burns, for all the crimes you have committed against me+&lt;br /&gt;
&lt;br /&gt;
Aubrey stared as the fire spread across the planet, the image burning forever into his mind.&lt;br /&gt;
&lt;br /&gt;
+Wage war as you were created to do. Serve the Imperium as you were born to do. Destroy all foes who dare to face us, leave no xenos between here and the eternal void. Take with you the lesson learned here this day. You kneel in the ruination found at the end of a false path. Let this be your Legion’s rebirth+&lt;br /&gt;
&lt;br /&gt;
The primarch managed a weak ‘Father…’ but it was spoken to emptiness. Another sonic boom of displacing air heralded the Emperor’s return to his Flagship.&lt;br /&gt;
&lt;br /&gt;
And as his homeworld burned, and all he had once knew was ripped away forever, Aubrey crashed to his knees at last.&lt;br /&gt;
===Hints of Nikaea===&lt;br /&gt;
&lt;br /&gt;
It was on Ullanor, meeting on the Triumph Plain with the last blood of the slain greenskins still stinking in the air, that those who could see what was coming gathered to confer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Greetings, brother,&amp;quot; Cyaxares had said, grinning across his strange ruddy face. &amp;quot;It has been too long.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aubey the Grey, the prodigal son, bowed. &amp;quot;Indeed. Not since before, Father had words with me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cyaxares gave a reaffirming clasp onto Aubrey’s pauldron, resting his hand there. The old pain of Lazerus, and of his adoptive race, felt distant. For the moment. Darius spoke calmly, and as if he understood his woe, &amp;quot;Indeed. Fortunately the past is past. You are forgiven, one with the family again. How are you? You look leaner than you were, if such a thing were possible.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aubrey gave an equivocal shrug. He had seen much in the Eye, had seen the truth of creation. It had worn at him, changed him in ways even now he had yet to understand.&lt;br /&gt;
&lt;br /&gt;
Cyaxares led him to a pavilion, where several of his brothers were also gathered. &amp;quot;I dislike these gatherings,&amp;quot; was the greeting Alexandri of the Silver Cataphracts gave as he looked out over the plain at the gathering masses. Alexandri was a cold soul, but he had just as good a reason to be here as the others.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good.&amp;quot; Said the Voidwatcher who could quite possibly the most psykically powerful of all of those present, as he got up to face Aubrey. &amp;quot;We are all here. We need to confer.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;About the Librarius?&amp;quot; Aubrey asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You must have heard the rumours,&amp;quot; Alexandri replied.&lt;br /&gt;
&lt;br /&gt;
The Voidwatcher grinned his signature sickening smile, &amp;quot;There are always rumours. Lumey can shout his ignorance as much as he likes. I think the rest of the Imperium is learning to ignore him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is not just Lumey. Arelex, Krainos. There is no shortage to the ignorant. Many who fear us, who hate us. Who would see us and our numbers, culled.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Worry less,&amp;quot; said Cyaxares, &amp;quot;There will always be suspicion of the gifted. We have to manage it, to explain it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Voidwatcher snorted, &amp;quot;They will destroy what we have built. None of them rest easily with what our Father has allowed. If we do not guard what we have won–&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You forget one thing,&amp;quot; Darius said quickly, cutting off the tattooed son of Ostium.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Which is?&amp;quot; the Voidwatcher shot back, annoyed at the interruption.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Our father,&amp;quot; said Cyaxares fondly, &amp;quot;He set this thing in motion – can you imagine him letting the attack dogs ruin it? Lumey and Arelex will be given their chance to fulminate, I have seen it. Our only task, my elusive friend, is to remain true to reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, but what if Father listens to them?&amp;quot; Snapped the Voidwatcher, now bearing teeth, &amp;quot;Do not blindly trust in our Father to do what we want him to. His decisions are His own, and He can change them if He wants.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed,&amp;quot; Alexandri said, his voice deep and angered, &amp;quot;Which is why we must not let that happen. We must present a united front. Only together can we ensure that the witch-hunters do not win.&amp;quot; He stressed the word ‘Witch’, with a snarl playing about his lips. Aubrey had heard that psyker covens had been present on Rosskar, and that was the origin of the Psykers of the 24th Legion. He had no psychic power in him, unlike the Voidwatcher, Cyaxres or even Otztal, who wasn’t present for Ullanor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why do we need to do this? Has Father given an inkling of any plans to deal with the Librarius?&amp;quot; Aubrey asked.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why is he gathering fifteen of us here Aubrey?&amp;quot; The Voidwatcher replied, softening his tone as if talking to a child, &amp;quot;You can feel in the air can&#039;t you? An event is on the horizon. And if He’s going to do anything without first seeing to the Librarius, then He’s a bigger fool than I thought. And Father is many things, but never a fool.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;So, what do we do then?&amp;quot; Aubrey asked, dark thoughts already curling in his mind. He would converse with the Gods, and see how this could be turned to their benefit.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We talk,&amp;quot; Voidwatcher stated, &amp;quot;We create a united ideal. We ensure our message is the same. The power the Librarius grants to us. The ideas of the future. The psychic potential that all humans have, and which must be nurtured. The power that is our birthright. Appeal to what Father knows, what He Himself wants of us all. We do that, and we ensure nothing goes wrong.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And what if we fail?&amp;quot; Alexandri replied his voice full of disbelief, &amp;quot;What if we lose, and the Librarius is abolished, and all Psychic powers disposed of.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once a mind is opened it can never be closed,&amp;quot;The Voidwatcher said, voice now drained of all emotion, &amp;quot;This will not go against us. It cannot, and we will make it so.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And it won’t.&amp;quot; Cyaxares smiled. &amp;quot;Don’t be so dour you two. This is merely a precaution. We don’t know exactly what’s to happen yet. We merely know something will happen. Keep calm and carry on.&amp;quot; He then turned to Aubrey. &amp;quot;You’ve been silent Brother. What do you think of all this?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Aubrey shrugged again. &amp;quot;We do not know enough yet to be this worried. Precautions are good, but I do not see what all the fuss should be about. When Father speaks, when we learn why we have all been summoned here, then we should make plans. Until then, I have other things to deal with. Now, must we linger on this dust-clogged plain all morning, or does the Imperium’s munificence here extend to something to eat?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Temptation of Onyx===&lt;br /&gt;
Onyx Sat down to meditate in the Sanctum aboard the Everest. It had been a long-fought war against the monstrous creatures known as the Jormmund, and he was spent physically, as well as mentally. He had lost many brothers in this costly campaign, at least 20,000 by the Apothecaries&#039; latest count. The Emperor had a statue erected in his legion&#039;s honor on the home world of the horrific titans, Jormungand. He was also gifted the grand Everest, a super battle cruiser in development since his discovery on Neolithus. The Emperor figured it a fitting reward for fighting off such a terrible foe, and presented it on the celebratory day of victory. Now, he could finally take respite from war and reclaim his senses. His eyes closed and his stern, chiseled expression froze on his face. &lt;br /&gt;
&lt;br /&gt;
He saw himself standing with the other primarchs, and in front of them, the mighty Emperor addressing the people of Terra. He remembered this day, it was an announcement that all the sons of the glorious Emperor had been recovered, and that the Great Crusade could now fully begin. Onyx felt something, almost like inadequacy. He towered over many of the Primarchs, and even the Emperor himself. But that was not were his insecurities lied, no, he felt that he was just simply not a son of the father of mankind. All his life he had thought himself a normal man. Well, perhaps not normal, but at least a mortal. Now he was expected to be a son of the most god-like being in all of humanity. Then, all of a sudden, a flash of light blinded him temporarily. When his eyes had adjusted, he found himself on the plains of Jormungand, fighting in the Collossi wars. The cyclonic torpedo that had created the blinding flash dissipated into a plume of black smoke, and the surroundings became clear. This was the final hour of the war, the fall of the Jormmund. Instinctively, he turned to see the final titan: the largest of them all, bigger than 3 Emperor class titans combined. It straddled a craggy mountain like a mere footstool; It&#039;s twisted, gnarled arms crushing and pummeling his forces. &lt;br /&gt;
&amp;quot;You did this. You felled the giants, as mighty as they were. Why do you doubt yourself, son of Neolithus?&amp;quot;&lt;br /&gt;
Onyx turned to direction of the voice, and saw a blood-red space marine. He was taller than even he, and very clearly stronger. His armor was adorned with golden medals, sashes, and ornaments. At his side lay a massive chainaxe, pristine as if it had never been used.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You think yourself mortal. This could not be farther from the truth. You are not only immortal, you are indestructible. A true immovable object, and an unstoppable force. No man could stand in your way, even the Emperor.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Onyx turned to see the final Jorrmund again. It was visibly tiring, and beginning to fall.&lt;br /&gt;
&amp;quot;This is your power. Your might. Your fist. Not the Emperor&#039;s, not the Imperium&#039;s.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;And what of my men?&amp;quot; Onyx responded.&lt;br /&gt;
&amp;quot;Are they not of mention?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;They are your sons. It is only natural they inherit your incredible power.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The red marine positioned himself next to Onyx, and the two watched the final giant fall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Emperor wishes to control you. Your power. His wishes are against your own, and as long as you remain under his yoke you will suffer the whip. The Emperor is weak, a false idol. He will lead you to disaster, and all of humanity will left to crawl among the remains of his failed &amp;quot;empire&amp;quot;. Only a pathetic fool would follow such a weakling.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Onyx turned and thrust his fist into the figure&#039;s gut. The red marine was thrown from his feet, his armor was fractured, and blood leaked from the cracks. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;It is not wise to insult a man&#039;s father, lest you suffer the wrath if his sons.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
The red marine choked on blood as his helmet and rebreather began to overflow with red ichor. Onyx pondered helping, or just killing him outright. Then the marine stood up. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I&#039;ve had enough of your excuses, astartes, so you can cast off that thin shroud of justice and morality you cling to. Embrace the bloodthirst that hungers within you; your need to kill is so overwhelming I can smell it. why do you continue to supress it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Onyx clenched his fists and his teeth, and charged at the red marine. The marine moved unnaturally fast, and struck Onyx in the jaw. Blood ran from his lip, and stained his white beard. Onyx laid against a rock, his jaw stinging with pain. How this... thing could manage to hurt him so easily was unthinkable to Onyx. He was disoriented, and came to just as a chainaxe descended from above him. Onyx rolled out of the way, narrowly escaping the spinning blade. He charged at the monster, grabbed the chainaxe, attempting to disarm the red being. As Onyx struggled, he realized the marine&#039;s  appearance had changed. His many gold medals had morphed into various ghoulish trinkets and bones. His armor was covered in blood and viscera, and his mask had a haunting expression imprinted on it. His eyes glowed red, like a near-dead sun ready to burst.  &lt;br /&gt;
The red beast flung Onyx back, and raised his chainaxe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;YOU DARE ATTACK ME IN MY OWN REALM? THE REALM OF CHAOS? I WILL MAKE YOU SUFFER BEYOND COMPREHENSION; I WILL MAKE YOU DIE A THOUSAND DEATHS OVER A THOUSAND EONS. YOU WILL KNOW FEAR, FOR I WILL TEACH IT TO YOU.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The chainaxe descended, then stopped. Onyx had grabbed the blade. His hands were hot with his blood, and his muscle strained against the massive bulk before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, daemon, know this; You were foolish to underestimate me.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Onyx pulled with his remaining strength, until the red behemoth finally gave way. Onyx ran at the stunned monster, and thrust the hilt through the downed beast&#039;s skull. &lt;br /&gt;
The world began to crumble around him, as the currents and floes of the warp tore alart his vision and engulfed him.&lt;br /&gt;
&lt;br /&gt;
Onyx awoke from his delusion covered in sweat, and collapsed to the floor. He struggled to his knees, gasping for breath as he called for his attendant to bring him a flask of water. He was shaken, perhaps even more than on Jormungand. He had won, defeated his spectral assailant; but at what consequence?&lt;br /&gt;
&lt;br /&gt;
===Gray and Gold===&lt;br /&gt;
“Brennus! I must admit I was surprised when you called me to your ship while the planet is yet won, but here, to this forge? This does not seem like one of your celebrations.”&lt;br /&gt;
&lt;br /&gt;
Brennus shook his head. “It is no celebration, brother. A...matter has arisen which I must call to your attention, privately.” He gestured to a small table near the wall, away from the massive bellows and the clutter of tools that dominated the workshop.&lt;br /&gt;
&lt;br /&gt;
Aubrey sat, still puzzled. “Have my men shown some defect, or given offense?”&lt;br /&gt;
&lt;br /&gt;
“No, hardly,” Brennus chuckled, sitting himself opposite his brother and pouring a measure of pale wine for both of them. “Your men are exemplary. You do not shy away from battle, but nor do you rush in as did the Emerald Doom. And giving your squad leaders medical training is wise indeed; the men to be healed must trust their healer, and you have made them close to the warriors they will treat.”&lt;br /&gt;
&lt;br /&gt;
“You would not have called me here like this to pay compliments that could be spoken before any ears.” Aubrey took a draft of wine, and shuddered slightly. “This is powerful drink, brother. Do you wish me drunk before you reveal your purpose?”&lt;br /&gt;
&lt;br /&gt;
Brennus sighed, drained his flagon, and gestured to the corner. “No Aubrey. But it may ease the blow. Sergeant?”&lt;br /&gt;
&lt;br /&gt;
As Aubrey turned, Brennus noticed the way his brother&#039;s jaw seemed to nearly unhinge itself. The unhelmed Space Marine sergeant stepped from the dark corner he had occupied, along with his squad mates and a small group of the Horned Gods. But the marines were not what was so stunning about this gathering; surrounded by the wall of ceramite that was the Thunder Kings were a handful of strange, reptilian beings, each bearing a cloak with the sigil of the Eternal Zealots. They were unarmed, but the guns carried by their escorts were clearly not of legion make, and the damage sustained made it clear that these were the erstwhile allies whose corrosive fire had so piqued the High King&#039;s curiosity.&lt;br /&gt;
&lt;br /&gt;
Brennus had, however inadvertently, discovered the presence of the Tarellian Auxiliary.&lt;br /&gt;
&lt;br /&gt;
“Are you MAD, brother?!” The goblet flew into the wall, shattering into a thousand pieces, as Aubrey expressed his displeasure with his sibling. “Could you not simply leave well enough alone? Who have you told of this?! How many in your legion know that we have been shadowed by the Tarellians during this campaign?! Answer me!”&lt;br /&gt;
&lt;br /&gt;
“Aubrey, my friend, be at ease.” Brennus, his hands out in a placating gesture, approached his brother. “As of this moment, none know of the incident save for you, I, and those of my legion here.” He indicated each member of the assembled legionaries in turn, finishing the movement at Ferdiad. “These are all men I know I can trust; you should know well to trust Ferdiad, given the amount of time you two have worked together.” He flashed the lopsided smile that would baffle so many, and placed a friendly hand on Aubrey&#039;s shoulder. “And I assume your own men know of their presence. But this can be kept as close to my chest as it needs to, brother. I have no desire to spread your secrets. But...”&lt;br /&gt;
&lt;br /&gt;
“But what, Brennus?” Aubrey turned from his brother and toward the others in the room; Ferdiad caught a look in the primarch&#039;s eye that could have been anything from relief to terror. “Unless you wish to chastise me as did our father, I can see no purpose to this...confrontation.”&lt;br /&gt;
&lt;br /&gt;
There was a deafening silence as Brennus collected his thoughts. “Brother, I...I simply do not understand. You know our father&#039;s beliefs on this subject. You must know of the history of our galaxy, and the depredations we have suffered at the hands of fomor like these. What could be your reasoning for associating with them? Do you not fear betrayal?”&lt;br /&gt;
&lt;br /&gt;
Aubrey finally cracked a smile. “Fomor, brother? I am afraid I do not know this word.”&lt;br /&gt;
&lt;br /&gt;
“Ahh. My apologies. On Alessia, the word is used to refer to a race of daemons of ages past. Their leader was a great monster, whose eye cast death wherever it glanced.” Brennus returned to the table and fetched another goblet, bringing it to his brother. “The hero who slew him became the god the tribes believe sired me. I will tell you the tale in full, another time.”&lt;br /&gt;
&lt;br /&gt;
“So I see.” Aubrey sipped at the wine, and sighed aloud. “Imagine, brother, that when our father had come to Alessia, he denounced the race who raised you, who taught you everything, who sheltered you. He had no praise for the world of your founding, only admonishments against the only beings you had ever known. Would you so easily cast the men of Alessia aside? Would you give them no leave to prove themselves, to show that not all &#039;fomor&#039; are treacherous, or monsters?”&lt;br /&gt;
&lt;br /&gt;
His brother drank silently. These were not questions to which he had the answers.&lt;br /&gt;
&lt;br /&gt;
“Brennus, I can tell that you do not approve. Do you feel no sympathy for these beings, who are but men in another shape?”&lt;br /&gt;
&lt;br /&gt;
“Brother...” Aubrey turned to face Brennus as he continued to speak. “I will not chastise you for this. It is not my place to criticize, or scold you; I am not as Alexandri, with a heart of ice and stone. If you wish, I shall say nothing of this outside these doors, and nor shall my men. But, brother, if you will not cast these xenos from your service, then do me this favor: be on your guard. I should not like to see any of my siblings betrayed. Least of all those I would count as friends.”&lt;br /&gt;
	&lt;br /&gt;
Aubrey smiled, and returned his brother&#039;s earlier gesture, his hand lightly placed on the other primarch&#039;s shoulder. “I shall heed your words, my friend. Now, if we are finished, I would quite like to return my auxiliary to the surface with none the wiser.”&lt;br /&gt;
&lt;br /&gt;
“I have but one more item, Aubrey.” Brennus strode over to his workbench, and selected a finely tooled leather belt from the clutter; as he returned, the Surgeon could see that there were two scabbards, each occupied by a combat knife, scaled for a primarch. “I have forged you a pair of rune blades. I call them Liath and Óir, or Gray and Gold in Alessian.” He held out the belt to his brother, showing the ornate buckle depicting the two fighting side by side on Centia, in the first battle of their campaign. “It would do me much honor if you would wear the blades in battle. Perhaps if you lose a sword, one will serve as a backup.”&lt;br /&gt;
&lt;br /&gt;
Aubrey readily buckled the belt about his waist, adjusting the scabbards to rest just behind the hilts of his swords. “A precious gift indeed, my brother; many thanks. I shall strive to use them in a way that brings honor to us both.” As he drew Óir from it&#039;s sheath, and flipped the blade into the air, he grinned wickedly at his brother. “And now, Brennus, I believe that you and I have a planet still to conquer.”&lt;br /&gt;
&lt;br /&gt;
Brennus smiled his lopsided smile once again, as his dear friend caught the blade and returned it to the sheath. “Lead on, Surgeon,” he laughed, slapping Aubrey on the back. “Lead on.”&lt;br /&gt;
&lt;br /&gt;
==Hektor Heresy Era==&lt;br /&gt;
&lt;br /&gt;
===The Duel at Isstvan V===&lt;br /&gt;
&lt;br /&gt;
Removed due to continuity problems.  To be re-written.&lt;br /&gt;
&lt;br /&gt;
===The Razing of Neolithus===&lt;br /&gt;
Onyx was rushed onboard the Everest on a SM heavily customized thunderhawk made for ground-to-space troop transport called the Condor. He had taken heavy damage during the battle on Isstvan V, and the SM were forced to retreat in the face of numerous opposition and superior firepower. Roughly 30,000 died in the retreat, leaving only half of the legion alive. The Stone Fleet had been ground to dust by the traitorous fleets, leaving only the Everest intact. Fortunately, the ship was built like none other, and could stave off the encroaching ships during the retreat as well as carry the 20,000 fleeting marines.&lt;br /&gt;
Onyx was transported to a medicae station on the lower cargo deck of the Everest&#039;s 12th  kilometre-division. The towering giant lay on a massive adamantium workbench, with numerous apothecaries on loan from the Scions of Europa tending to his wounds. He had sustained 7 bolter rounds to his shoulder, 10 to his torso, a vicious burn on his leg, and a chainsword gash across his chest (which they hoped was not tainted by chaos).&lt;br /&gt;
The wounds were healing, but slowly and not enough to prevent blood loss. The apothecaries came to an agreement and carefully removed the many stone-like plates of his armor from the injury sites. The primarch was tended to with both caution and urgency, for the battle may have ended, but the war waged on. Kranios&#039;s forces were surely going to Neolithus as well, and with chaos at their behest, they may very well have been there before them. &lt;br /&gt;
Onyx awoke on the table, the apothecaries having finished healing him to the best of their abilities. Jorteng Tark and Brenn Corundus, Onyx&#039;s highest ranking captains, were waiting for him. Jorteng was a rough marine, with a blocky figure, wide shoulders, and a face like a poorly-chiseled hunk of granite with a braided black beard and a buzz-cut. Brenn was more charismatic, with a slightly more rounded face and just an intimation of shaven facial hair on his younger-looking chin. &lt;br /&gt;
&amp;quot;My lord-brother, are you awake?&amp;quot; Corundus asked the roused primarch.&lt;br /&gt;
&amp;quot;Aye, brother. What in the Emperor&#039;s name happened?&amp;quot; Onyx groaned, fatigue draining his words.&lt;br /&gt;
&amp;quot;The damned traitors got the best of us. Turns out the Mastodontii &#039;ave gone heretic, as well as the Horns and the Gorgers. They caught us by surprise, attacked our flank. We were thrown into a meat grinder, and the only way out was up.&amp;quot; Jorteng relayed. &amp;quot;lost my left hand to a Gorger Tomahawk&#039;s chainaxe.&amp;quot; Jorten raised his bandaged stump to emphasize his point.&lt;br /&gt;
Onyx put his face in his hands and sighed deeply. He rose.&lt;br /&gt;
&amp;quot;How many.&amp;quot;&lt;br /&gt;
Brenn glanced at Tark.&lt;br /&gt;
&amp;quot;How many died in the retreat.&amp;quot;&lt;br /&gt;
Tark broke the silence.&lt;br /&gt;
&amp;quot;Twenty-eight chapters and portions of the rest. In total, Thirty Thousand.&amp;quot;&lt;br /&gt;
Onyx&#039;s face darkened. &lt;br /&gt;
&amp;quot;They have died honorably, giving their lives so that we may carry on. What is our heading?&amp;quot;&lt;br /&gt;
Corundus rose and briefed the Primarch.&lt;br /&gt;
&amp;quot;Twelve months out to Neolithus. We&#039;re taking the tempestus corridor, which would usually make the trip faster, but the damned warp storms are slowing us down. We&#039;re afraid Kranios and his dogs might get there first.&amp;quot;&lt;br /&gt;
&amp;quot;Prepare all able-bodied troops for combat. Salvage or repare as many vehicles and equipment as we can, and get me another suit. Let us show the Horns of Ruin how the Legion of Stone treats traitors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Everest and its small convoy arrived just outside Neolithian orbit, entering combat positions as they closed in on the space around the planet. Kranios&#039;s fleet was busy hammering away at the formidable planetary defenses, and making worrying progress. The Horns of Destruction rampaged across the planet&#039;s surface, destroying military and civilian structures alike. The Neolithian serfs were slowing them down significantly, but they were no space marines and the Horns continued to advance. &lt;br /&gt;
The lord-admiral of the Everest, Regis Tungsten, moved into his battle-station.&lt;br /&gt;
&amp;quot;Engage the long-range cannons! load the torpedo bays and prepare for enemy retaliation! SHOW THEM NO MERCY!&amp;quot;&lt;br /&gt;
The gargantuan guns of the beastly cruiser peppered the fleet as the Everest drew nearer to the surface. Onyx and the remaining 20,000 marines prepared for a large-scale deep-strike across the continent.&lt;br /&gt;
Small hatches on the underbelly of the Everest flung open, and a shower of adamantine canisters carrying deadly cargo fell through the sky.&lt;br /&gt;
The Stone Men rained literal hell upon the Horns, decimating their somewhat-outnumbered forces. Onyx was suspicious of Kranios, for he was not one to restrain the use of overwhelming force, yet he had withheld most of his troops fleet-side.&lt;br /&gt;
Regardless, the Stone Men cascaded like a wave of rock through the attacking marines, until only the fleet above remained, constantly bombarding the surface.&lt;br /&gt;
&amp;quot;Onyx Lithus to Everest, we have taken planetside with minimal resistance. What is your situation?&amp;quot;&lt;br /&gt;
A nervous vox transmuter answered the call.&lt;br /&gt;
&amp;quot;We&#039;re taking heavy fire, but she can handle it. I don&#039;t know if we can beat them, sir, we&#039;ve only got one battleship. Granted, she&#039;s the Everest, I just don&#039;t think we have the logistical ability.&amp;quot;&lt;br /&gt;
&amp;quot;Affirmative. Retreat to the outer perimeter of the system. We can hold the planet while we hail for backup. Onyx out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Then the bombardment stopped. Smoke rolled across the rocky crags of Neolithus, silence ringing in the air. Kranios&#039;s fleet descended to high-atmospheric geocentric orbit, hanging 10 kilometers away from Onyx&#039;s position. &lt;br /&gt;
&amp;quot;What the hell are they doing?&amp;quot; Brenn said through the vox transmitter.&lt;br /&gt;
Then Onyx felt something in his gut. A deep, ancient instinct burned into his soul resurfacing in his chest that told him one thing:&lt;br /&gt;
flee&lt;br /&gt;
&amp;quot;Retreat!&amp;quot; Onyx hastily shouted.&lt;br /&gt;
Onyx&#039;s veteran legionnares understood the severity of his tone. They boarded their co dprs as quickly as they could, while the rest hesitated for but a moment.&lt;br /&gt;
Then the sky grew dark, a faint burning smell drifted across the plains. a beam of pure, chaotic energy burst forth from a massive planet-directed cannon on Kranios&#039;s flagship. The typhonic storm of daemonic energy tore through the atmosphere and washed over the land like a torrent of water. Onyx watched in horror as the land was torn, burnt, shredded, and disintegrated in a flood of daemons and chaos. The marines that had not boarded the shuttles in time were either annihilated by chaos energy, thrashed and eaten by daemons, or plucked from reality by massive tendrils of unholy gods. The few survivors rendezvoused at the battered Everest, as the planet below burned and swarmed with tempestuous evil. A dark silence blanketed the ship as they all came to terms with the unimaginable. Neolithus was dead, a casualty of the war, along with countless Stone Marines. The cacophonous sounds of cannon fire were the only thing audible in the massive conclaves within the ship, for none had a word to speak.&lt;br /&gt;
Finally, Onyx broke the silence;&lt;br /&gt;
&amp;quot;Captain Corundus, how... how many remain.&amp;quot;&lt;br /&gt;
Corundus responded woefully&lt;br /&gt;
&amp;quot;A large portion of the veteran chapter and some others. We managed to rescue the last class of neophytes from the planet, if it helps our position at all.&amp;quot;&lt;br /&gt;
Then Onyx rose to address his last 1,000 men. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Brothers, if I even have honor left to call you that, hear me. I must claim responsibility for these events which have lain heavily upon my heart, for it is through my inaction and inability we have failed so terribly.&amp;quot;&lt;br /&gt;
Brenn Corundus, who was standing next to him, interceded by loudly whispering&lt;br /&gt;
&amp;quot;Brother Onyx, you cannot blame this wholly on yourself, it naught be-&amp;quot;&lt;br /&gt;
&amp;quot;I must take responsibility for that which I am responsible.&amp;quot; Onyx said, his tremendous voice wavering.&lt;br /&gt;
&amp;quot;I do not have the right, nor privilege to order you on this mission. I will, however, ask you as a brother in arms, to follow me.&amp;quot;&lt;br /&gt;
A marine with a shoddily constructed prosthetic leg and a stump of bandages where his right arm should be stepped forward.&lt;br /&gt;
&amp;quot;I am Sergeant Ural of the Petran Wolves, 4th chapter of the Stone Legion. my arm was lopped off by a halberd at Isstvan, and it was there I thought would be my grave. My squad was pinned down behind a rock formation at the front of the line, with no hope for rescue.&lt;br /&gt;
Then I saw him. Brother Onyx lead a one-man charge into the enemy&#039;s forces. He drew the fire from our squad unto himself, allowing us time to move positions. We joined the larger charge and move forward at Onyx&#039;s back, holding the line. When he fell I wavered naught, for I knew my duty now. I covered the apothecaries as they carried him away, for his spirit still remained in me as if he were still there. Brother Onyx, I would follow you into the eye of terror.&amp;quot;&lt;br /&gt;
Onyx stood quiet.&lt;br /&gt;
The marine sergeant bashed his left fist on his chest-plate. Another joined in, and soon the entire hall was filled with the unified sound of a thousand marines.&lt;br /&gt;
 &amp;quot;FOR NEOLITHUS!&amp;quot; a marine shouted.&lt;br /&gt;
&amp;quot;FOR ISSTVAN!&amp;quot; shouted another.&lt;br /&gt;
&amp;quot;FOR OUR BROTHERS!&amp;quot; &lt;br /&gt;
Onyx felt a new vigor inside of him. He called for the Admiral on his radio.&lt;br /&gt;
&amp;quot;Admiral Tungsten, how many torpedoes do we have left?&amp;quot;&lt;br /&gt;
&amp;quot;About a hundred boarding torpedoes, and 9 hundred breaching torpedoes.&amp;quot;&lt;br /&gt;
&amp;quot;Good. I have a plan.&amp;quot;&lt;br /&gt;
&amp;quot;I heard your speech, Onyx. I only have one thing to ask.&amp;quot;&lt;br /&gt;
&amp;quot;What is it, Regis?&amp;quot;&lt;br /&gt;
&amp;quot;Go tear that bastard Kranios a new asshole&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Onyx and the only able-bodied marines left piled into the boarding torpedoes, and the Everest&#039;s many cannons hesitated for a brief moment. A storm of torpedoes was fired from ever tube on the ship, lighting the sky with fire and smoke. Kranios began to fire upon the swarm.&lt;br /&gt;
&amp;quot;Where are those torpedoes headed?&amp;quot; Kranios shouted from his immense throne.&lt;br /&gt;
&amp;quot;The cruiser to our forward port side, my lord. I&#039;m afraid the cloud is too dense for us to destroy them all.&amp;quot; buzzed a dark mechanicus priest.&lt;br /&gt;
Kranios laughed.&lt;br /&gt;
&amp;quot;Those marines were weak anyway.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Talon of Rage was struck by a massive barrage of missiles, sending the ship lurching to it&#039;s side. There was minimal critical damage, but the hull was shredded to bits. a dark mechanicus tech marine arrived at a hull breach to assess the damage. He saw a huge projectile that had crashed through the wall. What he didn&#039;t see was the armored fist that went straight through his chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Talon of Rage is still operational my lord, but it seems that they have lost communications.&amp;quot;&lt;br /&gt;
&amp;quot;It matters not, they must be so overwhelmed by grief that they have lost their sense! Wasting your entire torpedo store on a light cruiser? Bah!&amp;quot; Kranios let out a horribly deep and thundering laugh.&lt;br /&gt;
&amp;quot;Continue firing on the ship. She&#039;ll be dead in no-&amp;quot;&lt;br /&gt;
&amp;quot;Uhh, sir?&amp;quot;&lt;br /&gt;
&amp;quot;What is it, welp?&amp;quot;&lt;br /&gt;
&amp;quot;The Talon is turning around.&amp;quot;&lt;br /&gt;
&amp;quot;What?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Talon fired its port side boosters, spinning the massive ship around to face the Flagship, Kranios&#039;s Pinnacle of Doom. Suddenly it fired its forward engines, crashing through several frigates on its path of destruction. the Pinnacle fired a volley of missiles and cannon shots, but it was too late. The Talon slammed into the side of the Pinnacle, tearing a hole straight through the Gloriana-class flagship.&lt;br /&gt;
&amp;quot;Sir! We&#039;ve got boarders!&amp;quot;&lt;br /&gt;
Kranios was visibly upset. He slammed his fist down on his throne.&lt;br /&gt;
&amp;quot;THAT BASTARD! SEND IN OUR TROOPS! IF IT&#039;S A FIGHT HE WANTS I&#039;LL GIVE HIM A GODDAMNED FIGHT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The Horns of Ruin were at a huge disadvantage within the cramped halls of the starship, unable to use explosives or heavier weapons. They charged endlessly into the Stone Men Veterans, crushed by their fists and incinerated by their meltaguns. The SM flooded in from the Talon of Rage, sweeping through the ship like a wave of vengeance. The column of marines made it to the entrance of the ship&#039;s bridge with Onyx at the head. &lt;br /&gt;
Onyx turned to his men.&lt;br /&gt;
&amp;quot;You all have shown incredible bravery and valor. I am proud to have lead you all, but now I must ask you to return to the Everest. This is something I must do alone. Kranios&#039;s men will not fire on their own ships without his command, so you can escape safely.&amp;quot;&lt;br /&gt;
The Marines hesitantly piled into the shuttles, but they understood their primarch&#039;s orders. This was the last time they would see him.&lt;br /&gt;
Onyx received a call on his vox. It was Captain Corundus:&lt;br /&gt;
&amp;quot;It&#039;s been an honor serving under you, brother.&amp;quot;&lt;br /&gt;
&amp;quot;I shall be seeing our brother soon, I think. As well as our ancestors.&amp;quot; Onyx said wistfully.&lt;br /&gt;
&lt;br /&gt;
Onyx ascended the long, black staircase into Kranios&#039;s throne room. He sat upon a dark throne adorned with numerous symbols and trophies of chaos. It was massive, with a huge transparent, domed ceiling. Columns of bone and spikes adorned the walls. &lt;br /&gt;
Kranios rose from his black throne and spoke in his storming voice.&lt;br /&gt;
&amp;quot;Welcome, brother, to my arena! Do you like it? I think it needs something on the walls, I was thinking about adding your blood to it, after I break your spine and sacrifice you to the dark gods!&amp;quot; &lt;br /&gt;
Onyx walked to the center of the arena and glared at Kranios for a few moments.&lt;br /&gt;
&amp;quot;What&#039;s wrong, grox got your tongue? speak!&amp;quot; Kranios shouted, slightly annoyed.&lt;br /&gt;
Onyx muttered only three words:&lt;br /&gt;
&amp;quot;You will die.&amp;quot;&lt;br /&gt;
Kranios pulled a massive warhammer in the shape of a ram from the rack next to his throne. He let out a thunderous laugh and lept into the arena below. &lt;br /&gt;
Onyx and Kranios walked towards eachother, weapons at the ready. Onyx&#039;s power fists crackled with super-charged energy. Kranios&#039;s daemonic hammer glowed intensely with red taint, and sizzled with dark miasma. Kranios let out a war cry and ran towards Onyx. Onyx did the same. The black warhammer collided with Onyx&#039;s fist, pushing both of them back. Onyx recovered and swung at Kranios, but Kranios stopped his fist with the head of his hammer. Kranios raised his massive weapon and swung three times, only to be blocked by Onyx&#039;s huge fists. Kranios swung one more time, letting out another war cry. Onyx grabbed the hammer with his right hand, the daemonic taint corroding his hand armor. He threw the hammer away in one swift move, then used his left fist to uppercut Kranios in the gut. Kranios landed a few feet away, and Onyx ran towards the fallen primarch with burning death in his eyes. Kranios called out through his vox, his voice gurgled by blood in his mouth.&lt;br /&gt;
&amp;quot;THE HORN! BRING OUT THE HORN!&amp;quot;&lt;br /&gt;
Two huge doors beneath Kranios&#039;s throne swung open, flooding the room with chaotic energy. Onyx felt his strength drain, and he stumbled backwards, then fell to his knees in fatigue. A talon-shaped object within a containment field on a mechanical pedastal was wheeled in.&lt;br /&gt;
Kranios rose with replenished vigor.&lt;br /&gt;
&amp;quot;This is a chaos artifact, which I have affectionately named &amp;quot;the Horn of Ruin&amp;quot;. The most powerful ever discovered. I can use it to unleash warp storms at will, like with your pathetic planet. But this object does not just unleash souls, it can also absorb them, and harness them.&amp;quot;&lt;br /&gt;
Kranios approached the arcane trinket.&lt;br /&gt;
&amp;quot;It would have taken me years to do this, perhaps even decades at the rate I was going. But, with the souls of over 30,000 space marines I should have more than enough!&amp;quot;&lt;br /&gt;
Kranios shoved his hand into the containment field, and grabbed the horn with an iron grip. Energy shot through his arm, and Kranios grit his teeth and bore the pain, as chaotic taint spread throughout his body. His armor cracked and warped as his body transformed into something hideous. His right arm was replaced with a gargantuan claw with a massive cannon fused to it. His left became a twisted, clawed hand with an assault cannon sinewed to the bone. The giant creature rose with its new digitigrade legs, a clubbed tail swinging behind it. Two leathery wings stretched from its spined back, and multiple sets of horns sprung from its face. &lt;br /&gt;
&amp;quot;NOW DO YOU SEE? THE TRUE POWER OF CHAOS?&amp;quot;&lt;br /&gt;
Onyx struggled to his feet, and raised his fists to fight without a word.&lt;br /&gt;
Kranios grew enraged at his audacity, and charged at him. Kranios slammed into Onyx, sending him back several feet while leaving a rut in the metal floor. Onyx lept towards Kranios and the two tumbled backwards, but Kranios used his new, inhuman strength to toss Onyx off of him. Onyx struggled to his feet, but Kranios knocked him back with his claw-arm, and lept over to him with his giant wings. Onyx spat blood from an unknown injury. Kranios placed his taloned foot on Onyx&#039;s chest, using his now incredible weight to hold the Primarch down.&lt;br /&gt;
Onyx&#039;s armor creaked and groaned under the monstrous being&#039;s heel. Onyx writhed and pushed with all his might, to no avail.&lt;br /&gt;
Kranios waved his hand towards the pedastal of the Horn, and the artifact levitated to his grasp.&lt;br /&gt;
&amp;quot;Ha, Onyx the Indestructible: brought down by Kranios, the Destroyer! a fitting end to your failures, don&#039;t you think?&amp;quot;&lt;br /&gt;
Kranios pointed his massive claw-cannon towards Onyx&#039;s face. &lt;br /&gt;
&amp;quot;Now I shall put an end to your legion, forever.&amp;quot;&lt;br /&gt;
The cannon began to glow red with heat as the demolisher charge inside powered up. Then, to Kranios&#039;s surprise, Onyx thrust his hand onto the barrel and clasped down with the force of a heavy servitor, warping the tube.&lt;br /&gt;
Kranios recoiled in response, but it was too late. The round detonated destroying Onyx&#039;s power fist and Kranios&#039;s daemonic appendage. Onyx grit his teeth, bearing the immense pain and bleeding in his right hand which was now sans one power fist. Kranios howled in pain and anger at his shredded grasper, letting up slightly on Onyx&#039;s chest.&lt;br /&gt;
Onyx dug his remaining power glove into Kranios&#039;s leg, twisting it with a few dozen snapping noises. Kranios fell backwards, limping on his shattered leg, though his claw had begun to regenerate. Then Onyx sent his fist straight into the beast&#039;s skull, shattering his remaining power glove. Kranios dropped the Horn, but Onyx deftly caught it before it dropped to the ground. The artifact sent waves of unimaginable pain through his arms, but he still maintained his grip. Chaotic energy shot through his arms, and his eyes, ears, and nose began to bleed. He felt his knees begin to wobble. &lt;br /&gt;
Kranios recovered, and taunted Onyx while regenerated.&lt;br /&gt;
&amp;quot;You seriously think you could handle its power? You will be snuffed out like candle in a storm!&amp;quot; Kranios derided.&lt;br /&gt;
Then, Onyx gripped the object with his second hand, holding each end with his bare hands. His palms had begun to burn. He felt his mind slipping. Then he saw it. a dream, or some kind of vision in which he saw his brothers, sacrificing their lives to save him. He closed his eyes and strained against the object, creating tiny fractures. It was then that Kranios realized that Onyx was not trying to control the Horn. &lt;br /&gt;
The Horn shattered clean in half, unleashing a torrent of pure, golden energy. Onyx&#039;s armor liquified and his body disintegrated, but he knew he would be with good company soon. Kranios&#039;s daemonic form was vaporized, layer by layer, until all that remained was a shard of his soul. The cascade of warp energy consumed the entire ship, wrenching adamantium like twigs and burning plasteel like dry leaves. A single, heavily garbled message reached the Everest:&lt;br /&gt;
&amp;quot;G...ellar&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The crew of the Everest looked on in awe as the Black Fleet of Kranios was blown into pieces by the expanding explosion. The message reached the vox operator, and they immediately pulled the switch to activate the gellar field just as the wave collided with the ship. They tumbled in the currents of pure energy like a toy boat in a hurricane, and everyone held fast to their stations as they were flung around. Then, just as suddenly as it had appeared, the maelstrom was sucked back into some infinitesimal point far beyond their line of sight. &lt;br /&gt;
&amp;quot;Status report&amp;quot; Regis said, coming back to his feet. &lt;br /&gt;
&amp;quot;We&#039;ve been knocked just outside the system, but aside from that and the heavy battle damage we&#039;re unscathed.&amp;quot;&lt;br /&gt;
&amp;quot;Good, I-&amp;quot;&lt;br /&gt;
Then the ship shook as if it was struck by a wave of force, and before their very eyes a black casm tore itself into creation. &lt;br /&gt;
Recognizing a black hole, and a damned huge one at that, Regis Tungsten ordered the ship to turn around and fire all forward engines. The ship listed agonizingly slowly, as the empty hole in space-time grew with every passing moment. The ship began to creak and moan under the immense gravity, and the nuclear engines fired at maximum power. &lt;br /&gt;
&amp;quot;We&#039;re not going fast enough, we need to make a warp jump!&amp;quot;&lt;br /&gt;
&amp;quot;We can&#039;t! we&#039;re not going forward!&amp;quot;&lt;br /&gt;
The Everest strained and shook violently, as the black horizon quickly approached behind them. &lt;br /&gt;
&amp;quot;How many power cores are still operational?&amp;quot;&lt;br /&gt;
&amp;quot;12, sir&amp;quot;&lt;br /&gt;
&amp;quot;Overload all of them and funnel them all into the main engine.&amp;quot;&lt;br /&gt;
&amp;quot;Sir! we&#039;ll destroy the engines!&amp;quot;&lt;br /&gt;
&amp;quot;We won&#039;t have need of engines if we&#039;re dead, boy, now do it!&amp;quot;&lt;br /&gt;
The nuclear power cores began to shake and heat violently, as the energy poured into the engine giving it a small boost. The Everest remained trapped just beyond the event horizon, until the forward engine exploded with the power of a supernova. &lt;br /&gt;
The ship hurtled forward, propelled by the explosion away from the dark stellar remnant, and dissapeared into the warp.&lt;br /&gt;
&lt;br /&gt;
===Blood in the Void===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Please note, this is part 1 of the battle between the Iron Rangers and Scale Bearers. It is still a WIP, and will be concluded.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ships hung listless in the void. They formed a large cone, pointed and ready, but at what was unknown. The ships seemed to hang at seemingly discordant angles, but the trained observer could see beneath the mirage. They had been put there with absolute care, tended to and properly positioned to provide the maximum firepower to every angle. A great, grey and black ship hung in the middle, dwarfing the multiple kilometer long Cruisers around it. Tiran knew that ship, and this fleet. It had to be Merrill. Tiran was late to the battle. The Warp was unusually restless and caused numerous delays in their travels. He hoped he wasn&#039;t too late.&lt;br /&gt;
&lt;br /&gt;
He took a closer look at the ships. Where almost every other primarch built their ships up with decorations, armor, and equipment, Merrill stripped his down to almost nothing. He had been inside them before, and knew how sparse the interiors were. The Iron Rangers tore everything out they couldn&#039;t use or wasn&#039;t necessary, leaving husks of their former glory. And the fleet was incredibly numerous, though the individual ships were smaller. Tiran guessed that only about half the fleet was actually manned. The rest were decoys and “suicide ships,” As Merrill called them. They weren&#039;t meant to survive a prolonged battle, just be shoved into a formation firing wildly to distract an opponent.&lt;br /&gt;
&lt;br /&gt;
“My lord, you are being hailed.” It must be Merrill. Why wasn&#039;t he down on the surface, though? Maybe they had already won?&lt;br /&gt;
&lt;br /&gt;
“Let him through.”&lt;br /&gt;
&lt;br /&gt;
A holo of the friendly Primarch shimmered into existence, and there was his brother. Slight and unassuming as always. He gave out a small smile, from which there seemed to be little warmth. Then again, “warm” was not a word many would use to describe him. To be fair, though, neither was “cold.” He was simply...Merrill.&lt;br /&gt;
&lt;br /&gt;
“Greetings, brother, two of us for one world?”&lt;br /&gt;
&lt;br /&gt;
Merrill&#039;s smile turned into a more predatory look. “Hektor wants this planet smashed as an example. There will be no mercy awarded.”&lt;br /&gt;
&lt;br /&gt;
Tiran thought for a second. “It still seems a bit... excessive.”&lt;br /&gt;
&lt;br /&gt;
Merrill shrugged in response. “It&#039;s not for me to decide. Orders from Hektor. Tiran, I had been thinking. Care for me to send over a few Milwyr Cŵn to partner with your forces?”&lt;br /&gt;
&lt;br /&gt;
“Merrill, are you finally looking for a bit of glory for your Chapter? Are you ill?”&lt;br /&gt;
&lt;br /&gt;
Merrill laughed. “No, no, I just figured it would make things easier. They can clear a path for your cavalry to charge right out of the gates. I&#039;ll be working on taking out some of the heavy defenses and priority targets, there seems no reason why some of my men can&#039;t help you out with your tasks.”&lt;br /&gt;
&lt;br /&gt;
“Fair enough, send them over to the following ships...”&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Cellweirwyr walked the ship bay of the &#039;&#039;Emperor&#039;s Shadow&#039;&#039;, giving last minute talks to the men about to leave. The 25 squads of  Milwyr Cŵn had been on standby for several hours, ever since receiving word of the approaching fleet. He went over the plan with individual groups a few times. 5 squads per ship. One was to secure they landing bay. Two were to take over the bridge. Two more were to eliminate the Sors.&lt;br /&gt;
&lt;br /&gt;
Most Marines would be placing Oaths on their armor now, but the  Milwyr Cŵn were different. They were wearing their sashes. Not many knew the purpose of the sash, a custom brought from their home world. It was far superior to any oath. It meant one thing. Victory or vanquish. In the case of these Marines, it might mean both.&lt;br /&gt;
&lt;br /&gt;
Normally, Merrill would be down here, preparing them. But this op was Cellweirwyr duty. Merrill was to keep Tiran occupied. The entire operation left to his Equerry, and Cellweirwyr was not about to let his primarch down.&lt;br /&gt;
&lt;br /&gt;
The signal light went off. Good, the Scale Bearers were letting the troops board. The men who were smoking put out their lho-sticks and boarded, solemn as a grave.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hela Blaidd was the first to step out of the Raven and into the &#039;&#039;Pes Lacerta&#039;&#039;. They were greeted by a small contingent of Scale Bearers. The green and gold livery of the Bearers was an interesting reflection of the green, tan, and brown of the Rangers. The Space Marines greeted each other politely, shaking hands. Blaidd was the first to speak officially.&lt;br /&gt;
&lt;br /&gt;
“My squad and Medelwr over there are supposed to link up at the bridge to discuss plans. Would you kindly show us the way?”&lt;br /&gt;
&lt;br /&gt;
The Bearer, Captain Albier Tosor, nodded. “Absolutely. It&#039;s an honor to be working with the Rangers again. I&#039;ve heard rumors about missions the  Milwyr Cŵn have done in the past.” He said, guiding with his hand. “Is it true you are responsible for killing 6 Ork leaders simultaneously at Ullanor?”&lt;br /&gt;
&lt;br /&gt;
“Well, yes, but I wasn&#039;t part of that mission, we were busy in another sector-” Llwynog Gwaedlyd, in charge of the secondary objective, coughed. “Right, I had forgotten. We don&#039;t get to see other forces much. You don&#039;t suppose that Cysgodol and Malwr squads could go see the Sors? We were curious.”&lt;br /&gt;
&lt;br /&gt;
“I suppose we have enough time to let you see them before we board our drop ships. Captain Nikkus, would you care to escort them?” The Captain stepped forward and gave consent. “And what of your other squad?”&lt;br /&gt;
&lt;br /&gt;
Blaidd chuckled. “They drew the short straw. They are to stay and ensure the ships are ready for departure.”&lt;br /&gt;
&lt;br /&gt;
“Fair enough. Please, follow me.” As they departed, Blaidd subtly activated his signal beacon once. Phase 1 was complete.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
“... So, you can cover the x axis, while I cover the y?” Asked Merrill. He was refferring to the axis of a plane, rotating his ships to allow broadside firing in all directions.&lt;br /&gt;
&lt;br /&gt;
“By all means,” stated Tiran.&lt;br /&gt;
&lt;br /&gt;
One of Merrill&#039;s personal  Milwyr Cŵn tugged on his ear, behind the hologram. That meant that all troops were on board and heading to their respective objectives.&lt;br /&gt;
&lt;br /&gt;
Excellent.&lt;br /&gt;
&lt;br /&gt;
“Normally I&#039;d suggest we move out immediately, but let&#039;s wait for our men to link up and discuss their plans. I&#039;d rather not have us going into battle with any confusion as to our respective roles.”&lt;br /&gt;
&lt;br /&gt;
“That I agree on. I&#039;ll send out word for my men to contact me when they are fully debriefed.”&lt;br /&gt;
&lt;br /&gt;
With that, Merrill gave assent, and ordered his ships to join the fleet, moving them into a ready position.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Dynon Nikkus led the guest squad through the ship towards the Sor cages. As far as he could tell, the Squad Leaders were Llwynog Gwaedlyd and Cynddeiriog Broch (Cysgodol and Malwr squads, respectively). It was hard to tell though, as they all talked as equals. There was no use of rank or title, and they all seemed to use first names. He had heard of unusual rank structures within the fellow Legion, but this was a little hard to figure out.&lt;br /&gt;
&lt;br /&gt;
Their loadouts were also unusual. All had power spears. A few of them had extremely specialized gear that he couldn&#039;t grasp what it was for. Two had a mess of communications devices. The majority wielded a variety of combi-bolters. A couple had long-barreled Bolters. They were loaded down with grenades of all kinds that Nikkus knew about, and some he had to guess. A few even had demo packs. Terra, one even had an auxiliary grenade launcher on his forearm. The oddest part was the armor, though. Most Legions gave their elite forces the best armor available, and these men seemed to be wearing practically skeletonized power armor. Aside from the Mk 6 helmets at their belts, everything was shaved down at the joints. Armor was thinner wherever structurally possible. Even their pauldrons were barely there.&lt;br /&gt;
&lt;br /&gt;
As they walked, they exchanged friendly banter. Discussed past actions, battles they had been in, methods of fighting. The Rangers asked about Sor feeding and rearing, and the Bearers inquired on living behind enemy lines.&lt;br /&gt;
&lt;br /&gt;
At last, they reached the cages.&lt;br /&gt;
&lt;br /&gt;
“So these are the Sors, eh?” asked one of the Marines. “Beautiful creatures.”&lt;br /&gt;
&lt;br /&gt;
The Sors seemed uneasy, and as the Ranger approached the cage, it became extremely agitated. It started roaring and rearing up, causing Nikkus to get in between the Ranger and the creature. “This is odd. They normally don&#039;t act this way.” He started to try and soothe it, making small noises and speaking in a calming tone.&lt;br /&gt;
&lt;br /&gt;
“It&#039;s a shame though,” stated  Llwynog. Nikkus didn&#039;t have time to respond before the spear slid through his neck. He tried to strike back, but was tripped. He took a knee to the stomach on his way to the ground, followed by a kick to the head. As his vision faded from him, the scene unraveled. Rangers slaughtering the few Scale Bearers that were there, some of them tossing explosives into the Sor pens. He struggled to get up, to fight back, to get revenge on these cowards. Another boot hit him in the skull. Again and again it struck, until there was nothing functional remaining.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Hela Blaidd shoved the corpse from the console, tearing out several neural connections in the process. He hurriedly attached them to his hookups and took appraisal of the situation. Arth Rhedeg was already attaching demo charges to various bits of machinery. Clochdar Gigfran was busy getting into the ship&#039;s internal defensive systems. Gwalch Deifio, weapons. Blaidd Udo, internal comms. Medelwr and the Helwyr not busy with taking over the ship were preparing defensive positions. Then the ship hit Blaidd&#039;s consciousness. It was like being slammed in the head with a thunder hammer, and he reeled from it. He recovered quickly enough, but clearly attracted some confused and worried looks.&lt;br /&gt;
&lt;br /&gt;
“I&#039;m fine, just not used to handling something this...massive.” That seemed to placate the others. They went to work, shutting off onboard comms and security systems.&lt;br /&gt;
&lt;br /&gt;
Gigfran activated the security system in the armory, turning off its friend-or-foe recognition. “This&#039;ll keep them busy for a bit.”&lt;br /&gt;
&lt;br /&gt;
Blaidd Udo was yelling at Arth as to where, exactly, to place the charges so the comms couldn&#039;t be reconnected. He must have already severed the internal system.&lt;br /&gt;
&lt;br /&gt;
Hela Blaidd simply steered the ship, rotating the sides to aim one at the Imperator Rex, and the other at the Stelio Regis.&lt;br /&gt;
&lt;br /&gt;
He then sent a brief “all accounted for” message to the Rex.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
One of the ship&#039;s crew approached Tiran. “All ships state that they are ready.”&lt;br /&gt;
&lt;br /&gt;
“Did you hear that, Rogerius?”&lt;br /&gt;
&lt;br /&gt;
“I did, brother. And, for what it&#039;s worth, I&#039;m sorry.” He swept his hand, and the command deck was engulfed in chaos.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Once they fired a salvo into their neighboring Scale Bearer ships, Hela Blaidd disconnected from the console, as did the other members of Helwyr squad. They left the bridge of the ship, running back towards their vessel. Raising their own comms, they reached Tawelwch squad, back at the landing bay. “Everything clear?”&lt;br /&gt;
&lt;br /&gt;
“Roger. Just clearing up a little problem we had.”&lt;br /&gt;
&lt;br /&gt;
“Cysgodol?”&lt;br /&gt;
&lt;br /&gt;
“Charges in place, ready for your command.”&lt;br /&gt;
&lt;br /&gt;
Blaidd signaled Arth. “Detonate in exactly 10 seconds. Out.”&lt;br /&gt;
&lt;br /&gt;
They ran out of the room, sealing the blast doors behind them. That should give the Scale Bearers pause in their recovery attempts. They turned and ran at full speed down the deck, back towards the launching bay.&lt;br /&gt;
&lt;br /&gt;
The ship reverberated from the explosions at either end. There was minimal resistance in their route, as Blaidd imagined that the Scale Bearers were too busy dealing with the rogue security gun emplacements in the armory. Not to mention the sudden lack of comms. But there was still some, and there would be more, after the blasts.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Imperius Rex&#039;&#039; was reeling. Damn Merrill. All their targeting systems were jammed or flooded with targets. Their communications with other ships were jammed. Damn that man. Damn Aubrey. Damn those bastards, those renegades, those “traitors.” Tiran didn&#039;t even notice the words hiss forth from his mouth. He clenched his fists, glaring at the scene in front of him, trying to make sense of it all. Silence finally fell as he put his fist through a nearby console.&lt;br /&gt;
&lt;br /&gt;
“What. Do. We. Know?”&lt;br /&gt;
&lt;br /&gt;
The men around him stared, awestruck.&lt;br /&gt;
&lt;br /&gt;
“WHAT. DO. WE. KNOW?” He shouted. They snapped out of their daze.&lt;br /&gt;
&lt;br /&gt;
“Communications are jammed.” “Tracking and targeting is jammed, offline, or blind.” “Visuals are reporting mostly unresponsive.”&lt;br /&gt;
&lt;br /&gt;
Another volley rocked into the ship. Merrill. That man will die, thought Tiran. He took a deep breath. “Fine. Continue to try communications with the other vessels. Don&#039;t stop. Try every frequency, every bandwidth. Don&#039;t stop until you find one that&#039;s not jammed. Weapons! Switch to manual aiming and firing. I know it&#039;s far less accurate, but it&#039;s better to shoot inaccurately than sit here and get slowly torn apart.”&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Emperor&#039;s Shadow&#039;&#039; passed another Scale Bearer&#039;s ship, hitting it with a full broadside. They were still reeling from the initial shock, but some were starting to reorganize. The Rex was beginning to shoot again, albeit occasional shots by individual guns. Tiran must have figured to order them to fire manually. Although Merrill was beginning to regret not adding more firepower to the ships he had. True, the armaments in his fleet were incredible for ships of their size, but he had to draw the line to save them in weight and structural integrity. Things were starting to get interesting. &lt;br /&gt;
&lt;br /&gt;
He saw a few ships deploying Thunderhawks and Storm Eagles for short bursts, before they returned. Smart. They were using the dropships to gain insight into the battle formations. It was still probably too complex and cumbersome to be truly effective, but it was better than flying blind.&lt;br /&gt;
&lt;br /&gt;
“Send an order to the fleet. Target their weapons systems and any dropships that are seen deployed. That takes priority. Have they found anything to beat our communications jam yet?” The man shook his head. “Excellent. Inform me when they have.” He sat back in his chair and pressed his fingertips together in front of his mouth. “Have Cellweirwyr report up here.”&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Three of Malwr were already dead. Two more wounded. Two and four for Cysgodol, with Llwynog Gwaedlyd counted amongst the corpses. Resistance was getting heavier and heavier as they approached the landing bay. But that was to be expected, as explosions, screaming, and bolter fire have a way of attracting attention.&lt;br /&gt;
&lt;br /&gt;
Broch slammed another Marine in the shoulder with a hammerfist, spun behind him, and ripped his knife through his former brother&#039;s throat. He kicked him to his knees and put a bolter round through the back of his head, just underneath the armor before spinning into a wild strike with his knife. It swung through empty air as the next Scale Bearer backed up, firing several rounds into Broch. One went through his shoulder, charge exploding against the bones of the joint. He reeled with the pain as Ddistaw Tylluan fired a plasma bolt through the attacker&#039;s chest.&lt;br /&gt;
&lt;br /&gt;
Three and three. Well, at this point, they&#039;ve already accomplished their mission. Broch struggled to get back up, with the help of Neidr Solet, the Milwyr Apothecary. Cwningen Hela, the Cygsodol Apothecary, had died already, trying to save Bêr Cryf. He gritted his teeth as Neidr cut through the remaining tissue, fully severing the arm, and packing the wound with bandages and medicae to stop the bleeding.&lt;br /&gt;
&lt;br /&gt;
Broch looked around. They had made it less than halfway to the landing bay. They probably weren&#039;t going to make it there. He gave out as much of a chuckle as the pain would let him, pulled out a lho stick, and lit it.&lt;br /&gt;
&lt;br /&gt;
“Well, friends, it looks like it&#039;s about that time.” He started to chant his death-song as he picked up his spear and continued down the corridor. A few seconds later, his voice was joined by a second, and a third...&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Blaidd blasted the Scale Bearer in front of him with his combi-melta and charged headlong into the fray. Bolter rounds skidded off his armor and went narrowly wide as sheer momentum and battle-lust drove him forward. He stabbed one Bearer through the chest with his spear, pulling it out and spinning it around into another&#039;s head. He stopped bothering to count the dead anymore. He knew they didn&#039;t have enough. But it didn&#039;t matter. Hand signals were no longer used, he ignored all communication, he just sprinted forward, letting loose a sound equal parts primal fury and the laughter of a madman. He was lost in the hunt.&lt;br /&gt;
&lt;br /&gt;
The other remaining members of the squad, he wasn&#039;t even sure who, or if they were in his squad, followed closely behind. Only the close combat specialists were staying near him. As they progressed, they let loose a steady wave of death.&lt;br /&gt;
&lt;br /&gt;
A steady stream of blood issued forth from Blaidd&#039;s armor, and he wasn&#039;t sure if it was from him or his enemies. It didn&#039;t matter. All that mattered was taking down as many as possible. He vaguely heard the sound of death-songs behind and around him, but he paid no heed. He needed no death song. &#039;&#039;He was the fury. The rabid wolf amongst a flock of sheep&#039;&#039;. His screaming, his maniacal laughter, had a rhythm all its own, and would make a more fitting song than any his brothers would sing. &#039;This may be my last days&#039; he thought, throwing the spear into another marine before charging into him, unleashing a short burst into the shocked Astartes&#039; throat, &#039;&#039;but it will also be the last of as many as I can take with me.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Two of the Ravens had been destroyed in the Landing Bay.  Tawelwch squad had constructed crude barriers out of the wreckage, in order to protect the other three and protect their grounds until the other squads could return. Only one had been wounded, in large part thanks to using the now destroyed craft as cover. The only man not behind the barrier was Chwerthin Arth, who had been digging through the wreckage for a “bigger gun,” whatever the Warp that meant. Tylluan Hylif let off an exasperated sigh, taking another drag from his lho stick. That lunatic was going to get everyone killed one day. Tylluan just hoped it wasn&#039;t today.&lt;br /&gt;
&lt;br /&gt;
“Next round incoming!” Tylluan grabbed his long-barreled combi-plasma, waiting for them to start pushing through the door. A grenade came in first, of course, so they all took cover. As soon as it went off, they were back up, firing at the Marines trying to push their way through.&lt;br /&gt;
&lt;br /&gt;
Sound took a second stage for a second. The best way to describe it was paper tearing at 175 decibels. 2 Scale Bearers had been vaporized, a third nearly cut in half. Tylluan looked to the side to see Arth knocked over, holding... Holding a damn assault cannon from the destroyed Raven. The man let out a raucous laugh as he got back up, bracing himself and letting off another burst. Ammunition was wrapped around his chest, and dragging behind him for at least 5 metres. This time he stayed upright. He made his way to the barrier, letting off another burst before dropping for cover, still laughing.&lt;br /&gt;
&lt;br /&gt;
“You&#039;re joking, right?”&lt;br /&gt;
&lt;br /&gt;
He shrugged. “I told you I needed a bigger gun.”&lt;br /&gt;
&lt;br /&gt;
“How did you even fire that thing?”&lt;br /&gt;
&lt;br /&gt;
Arth showed him some wires, taped to a piece of metal with a button attached. “Jury rigged it. At least now, we&#039;ll get some decent firepower. I figure if I&#039;m careful, I can probably get about 50 bursts out of it.”&lt;br /&gt;
&lt;br /&gt;
He let go with another. “Forty-nine.” He said, with a smile.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Merrill frowned. Of the 5 missions he had assigned, only two had come back. One was entirely dead. Another had their Ravens destroyed, and were fighting for another vessel. Likely dead. The last, unknown. Any attempt at communication had only received brief reports and the sound of bolterfire.  Cellweiriwr sat next to him, watching the screens intently, and listening for further information. Of the 5 Battle Barges they had sabotaged, 2 were also coming back online, their crews proving to be intelligent as they abandoned the primary bridge for the secondary. It still took time to reroute all of the systems, but it was an advantage. The Scale Bearers had managed to find some frequency not blocked by Merrill&#039;s jamming signal, and were starting to become more organized. And while the targeting jammers were still working, they had exhausted some of their more mundane methods. Weapons were firing more accurately every minute. Merrill was very quickly losing the advantage, and had too few kills to account for it.&lt;br /&gt;
&lt;br /&gt;
“Use the suicide ships.” One of the crew members turned. “Have 5 suicide ships move into the middle of their formation, deploying all weaponry at all viable targets. Then ram the &#039;&#039;Rex&#039;&#039;, and detonate upon impact.”&lt;br /&gt;
&lt;br /&gt;
“But, sir, we don&#039;t have many of these, and without the full weight of the Mechanicum behind us, we may not be able to replace it.”&lt;br /&gt;
&lt;br /&gt;
“I understand you problems, Admiral, however we are losing the advantage. If we can break up their formation and create more confusion, we can retake it.”&lt;br /&gt;
&lt;br /&gt;
The man nodded and began to distribute orders.&lt;br /&gt;
&lt;br /&gt;
“And Admiral,” Merrill moved fluidly, covering the distance of the bridge before the Admiral could turn around. “If you ever publicly question me again, I swear your skull will decorate the spear at the prow of this ship.”&lt;br /&gt;
&lt;br /&gt;
Merrill calmly walked back and sat down.  Cellweirwyr leaned over and said, “You shouldn&#039;t mistreat these men. We&#039;ll need them later. And you know that fear is not always the best motivator.” His only response was a stare that would freeze most men where they stood. Cellweirwyr shrugged. “You know I speak the truth.” Merrill&#039;s gaze let up, and he nodded and returned focus to the myriad of displays and screens around them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The bridge of the &#039;&#039;Imperius Rex&#039;&#039; was a screaming sea of chaos. Requests for, and responses to, damage and status reports. Those suicide vessels weren&#039;t large, but they packed a hell of a punch. Several weapons batteries were damaged or destroyed. Whole decks were opened to the void. Several other ships were crippled or damn close. If Tiran had clenched his fists any tighter, they would start bleeding. But he refused to fall to the anger. He would keep calm and collected. Going up against any other Primarch required that mindset. He just had to figure out what Merrill&#039;s plan was. It was like watching a swarm of locusts in the void. He had taken at least a dozen of the Ranger&#039;s fleet, plus the five that hit the Rex. But Merrill could afford that many ships. More than Tiran could afford the 5 he had lost so far.&lt;br /&gt;
&lt;br /&gt;
He knew 2 of the sabotaged vessels were coming back online, and a third was in the process. The fleet was working with as minimal communications as they were able. They didn&#039;t know what the enemy could hear. He suddenly hatched a plan. “Admiral, send a message to the fleet, we&#039;re going ahead, full burn. Immediately.”&lt;br /&gt;
&lt;br /&gt;
“Sir, what about the ships that are crippled or still suffering from the sabotage?”&lt;br /&gt;
&lt;br /&gt;
Tiran gritted his teeth. “Have every ship deploy every Storm Eagle and Thunderhawk to pick up as many men from those ships as they can carry. If this works, and with no small amount of luck, we might just be able to pick them up in a return trip.”&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Orders were issued across the deck of the &#039;&#039;Emperor&#039;s Shadow&#039;&#039;, as the tangled web of the Iron Rangers&#039; fleet stirred into action. It was a complex tapestry of quick strikes, diving throughout and within the Scale Bearers&#039; fleet, delivering as much punishment with a barrage from the broadsides of the ship, then exiting before the Bearers could do much damage.&lt;br /&gt;
&lt;br /&gt;
Something was changing, though. Tiran&#039;s ships were moving together, and they were moving ahead at full burn.&lt;br /&gt;
&lt;br /&gt;
Merrill leaned forward. “Brother, are you fleeing? Where&#039;s your pride, man?”&lt;br /&gt;
&lt;br /&gt;
“Sir?” The Admiral asked.&lt;br /&gt;
&lt;br /&gt;
Merrill waved a dismissive hand. “Follow ahead, continue the attack.”&lt;br /&gt;
&lt;br /&gt;
“What of the remainder of his fleet?”&lt;br /&gt;
&lt;br /&gt;
“They&#039;re heavy with the wounded and dead, and their ships are crippled. They&#039;re not going anywhere.” Merrill said, leaning back in his seat.&lt;br /&gt;
&lt;br /&gt;
The admiral nodded and returned his attention to the deck, barking out orders to the crew.&lt;br /&gt;
&lt;br /&gt;
“There&#039;s something else going on...” The primarch quietly stated.&lt;br /&gt;
&lt;br /&gt;
Cellweirwyr gave him a sideways glance. “He&#039;s retreating. It makes sense.”&lt;br /&gt;
&lt;br /&gt;
“No... Tiran would never leave his wounded behind. He&#039;s doing something else. He has a plan of some sort.”&lt;br /&gt;
&lt;br /&gt;
Merrill called for the Admiral. “Give the Scale Bearers some space. I don&#039;t know what they&#039;re up to, but I want some distance from them.”&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Tiran took the helm. He barked out orders for a new formation, using code words to ensure his brother couldn&#039;t understand him. He hoped this gambit would pay off.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Merrick dove over the barricade, arms full of magazines. Not a second later, the air above erupted full of bolter shells.&lt;br /&gt;
&lt;br /&gt;
Arth quickly let out another burst from his patchwork behemoth before ducking back into cover. Tylluan tossed another frag grenade over the barricade, snatching a couple of blood soaked magazines from Merrick&#039;s pile, as did the other members of the team.&lt;br /&gt;
&lt;br /&gt;
“Any friendlies out there?”&lt;br /&gt;
&lt;br /&gt;
Merrick shook his head while he reloaded. “Just more Scale Bearers.”&lt;br /&gt;
&lt;br /&gt;
“Frell. Of course. What the frell is taking them?” He launched another blast of plasma over the barricade, taking down another Marine. He vented the gun. “Arth, how many bursts are left?”&lt;br /&gt;
&lt;br /&gt;
The bear of a man looked at the remaining belt, and then stood up, releasing another wave of death on the Scale Bearers. “Nine.”&lt;br /&gt;
&lt;br /&gt;
They heard the chanting before they saw anything. The unique sound of an Iron Rangers death song.&lt;br /&gt;
&lt;br /&gt;
“ALRIGHT, LET&#039;S GIVE THEM A WARM WELCOME!” The team lept up as one, firing at the entrance, taking down as many Scale Bearers as they could. Arth decided to use his boltgun, and Tylluan silently thanked the gods. Rhys went down with a shot to the eyepiece, blood and brain matter exploding from the back of his helmet and trickling down the empty eye socket.&lt;br /&gt;
&lt;br /&gt;
A small team of Iron Rangers burst forth from a side corridor, blood streaming from spears, knives, fists, and feet as they carved a bloody path through their former bretheren.  Cynddeiriog Broch led the charge, minus one arm, as a teammate fired the auxiliary grenade launcher attached to his arm. They sprinted down the bay, diving behind cover with the remaining team. A couple were carried on the backs of others.&lt;br /&gt;
&lt;br /&gt;
Warp, there were only about 5 left that were fully operational. Broch made his way towards Tylluan, hand on his spear, bolter slung, lho stick in his mouth. “Got a torch?” He said, glancing at the missing arm to reinforce his point. Tylluan helped him out. “Thank the gods.” He set down his spear while inhaling, picked up his bolter, and exhaled a cloud of smoke through his nose like some great beast of old. “Nice little hole you&#039;ve got here. Any word from Blaidd?”&lt;br /&gt;
&lt;br /&gt;
Tylluan shook his head. “Last we heard, he was going berserk, butchering his way up here, likely heavily wounded, and not expected to survive. They lost several men, but didn&#039;t say how many.”&lt;br /&gt;
&lt;br /&gt;
They ducked farther into the barricade as another burst of fire ripped over their heads. A second later, they were up and firing a response. With a distinctive thump of a grenade launcher, the intersection was engulfed in flame.&lt;br /&gt;
&lt;br /&gt;
“Personal recipe,” Amren Yates stated proudly. “Should keep them off our backs for a few minutes.”&lt;br /&gt;
&lt;br /&gt;
“AND YOU DIDN&#039;T USE THEM EARLIER?” Yelled Broch, releasing a quick burst.&lt;br /&gt;
&lt;br /&gt;
Yates shrugged. “I only have a few. Seemed like the right time to use one.”&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The fleet burned forwards, chased by beams of energy and missiles streaking in their direction. On the bridge of the &#039;&#039;Imperius Rex&#039;&#039;, Tiran stood before his throne, issuing orders to the various consoles. He leaned forwards, intent on the screens and words being shouted below. Though they had beaten the range of Me-no. &#039;&#039;That traitor&#039;s&#039;&#039; jamming devices, he knew that once they were back within range, they would fall victim. But this time, they would be prepared.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Merrill watched from the command deck with curious, predatory eyes. His prey&#039;s scent was heavy in his nostrils. Suddenly, the enemy fleet split apart.&lt;br /&gt;
&lt;br /&gt;
Were they trying to disperse?&lt;br /&gt;
&lt;br /&gt;
...&#039;&#039;no&#039;&#039;... They were turning to charge.&lt;br /&gt;
&lt;br /&gt;
“Tiran, you magnificent bastard!” Merrill laughed. “All hands, prepare for evasive maneuvers. Let the entire fleet know. Lotus Maneuver.”&lt;br /&gt;
&lt;br /&gt;
The hands on the bridge looked quizzically for a second, then proceeded to relay the information.&lt;br /&gt;
&lt;br /&gt;
“What is it?” Asked  Cellweirwyr.&lt;br /&gt;
&lt;br /&gt;
“He&#039;s learning.” Merrill smiled. He had no idea if Tiran&#039;s gamble would work, but it would be a glorious sight.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Blaidd let out several ragged breaths, arms soaked to the elbows in gore. He crouched above another Scale Bearer&#039;s corpse, cutting a finger off the marine&#039;s hand. The squad&#039;s apothecary, Bran Hier, used the short pause to attempt to check him for injuries, of which he had no doubt were numerous. The defenses were becoming lighter and lighter.&lt;br /&gt;
&lt;br /&gt;
Blaidd tried to get up, but was tripped and forced to the deck, Bran not yet finished with his analysis.&lt;br /&gt;
&lt;br /&gt;
“He&#039;s got a few fractures, several deep lacerations, a concussion, missing a few fingers on his left hand, and a couple on his right are only connected because they&#039;re being held in place by the armor.” Bran connected a tube from a vial in his pack to a connector in the struggling marine&#039;s armor, and blood started to move through it. “Small blood transfusion should help him out. Not sure how much he&#039;s lost, but it&#039;s enough to wonder how the bastard was still standing.”&lt;br /&gt;
&lt;br /&gt;
A couple of the other marines nodded, bolters pointed down corridors to avoid any surprises. Not that it should matter terribly, there were a couple of surprises waiting for the Scale Bearers who tried to follow their path.&lt;br /&gt;
&lt;br /&gt;
“It seems that they&#039;re not as concerned about us.” Stated Gwalch.&lt;br /&gt;
&lt;br /&gt;
Bran nodded assent. “Perhaps they&#039;re evacuating?” He paused, wrestling Blaidd&#039;s arm down and away from the transfusion tube.  “I&#039;m just hoping that we can get to the Raven. Any word from the others?,” he asked Udo.&lt;br /&gt;
&lt;br /&gt;
The man shook his head. “I haven&#039;t been able to reach them. I think the vox was damaged, and we don&#039;t have time for me to tear it apart and make a full inspection.”&lt;br /&gt;
&lt;br /&gt;
Blaidd started screaming and struggling again, and Bran had to slam him back to the ground. He re-ran the numbers. Blaidd&#039;s sudden insanity did help keep the casualties down, unfortunately the close combat specialists took the brunt as a result. Of their original twenty, they were down to 12 combat-ready marines, with another 3 wounded. It seemed calming Blaidd down was out of the question.&lt;br /&gt;
&lt;br /&gt;
“THE BLOOD MUST FLOW,” screamed Blaidd, before lapsing back into unintelligible noise.&lt;br /&gt;
&lt;br /&gt;
“Well, that&#039;s four coherent words so far,” chuckled Gwalch.&lt;br /&gt;
&lt;br /&gt;
“Yes, but I&#039;m going to have to sedate him. His lunacy might cost us from here out. And I don&#039;t want to travel in a small, confined box with him like this. I don&#039;t care how long or short the trip is. Once we get back to the &#039;&#039;Shadow&#039;&#039;, we can see about getting him back to sanity. I&#039;m just waiting to finish this transfusion, no telling how it could react with his system without enough blood.”&lt;br /&gt;
&lt;br /&gt;
He finished the transfusion, and used the Narthecium to inject something in the raging man&#039;s neck. They held him down until he lapsed into unconsciousness.&lt;br /&gt;
&lt;br /&gt;
“Alright, grab him. Udo, keep trying on the vox.” Udo let out an exasperated sigh and followed through, talking into the mic as they moved.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Tiran grabbed the vox mic. “RAMMING SPEED. FIRE AT WILL.”&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The death-songs began anew. The assault cannon had long since been emptied. Arth looked more like a boy who had his favorite puppy taken than a man about to die. Their magazines were running low, and the press outside the doors was too heavy to risk another run to restock. One by one, the  Milwyr Cŵn took out their lho sticks and ignited them. They hung their sashes by the barricades, and counted their rounds.&lt;br /&gt;
&lt;br /&gt;
Not enough.&lt;br /&gt;
&lt;br /&gt;
Another grenade came through the door, and the collected squads ducked behind cover and their corpses. As it went off, they jumped back up, firing their weapons in semi-automatic, every round finding home in the body of a Scale Bearer. They moved back down and changed positions slightly before the Scale Bearers could get any beads on targets. When they raised again, one less man joined them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The Scale Bearers fleet pushed forward, faster than one would think possible for anything so massive. From afar, it would have seemed a dart, the ships were so close together. Tightly they dove towards the Iron Rangers fleet, engines pushing as hard as they ever had. Lasers seared through the black as they moved, and the Iron Rangers fleet stayed on course. As the two fleets converged, Merrill&#039;s fleet exploded into a blossom of steel, enveloping and entwining the smaller fleet. Mighty broadsides belched fire and metal as the smaller faster craft swarmed and spun, spinning while ejecting salvos of missiles and beams of nuclear fire in circles at their enemies. Hulls burst and ruptured, and decks were ripped in half as the dance played out amongst the stars. More died than either side had time to count, floating to the rhythm of Merrill&#039;s laughter and Tiran&#039;s rage.&lt;br /&gt;
&lt;br /&gt;
As quickly as it came, it was over, the Scale Bearers through the formation, and continuing onwards, not slowing in the slightest. The Iron Rangers banked and turned in place, desperately trying to change course to stay with their prey. Before they had a chance to finish, the Scale Bearers fleet was beyond them.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Onwards they pushed through the corridors. Ever onwards. Scale Bearers occasionally appeared, and were cut down as quickly as they came. Heavy with the wounded, the squad continued to push. More desperate than determined. Their earlier luck came back to haunt them with a vengeance. They had more wounded in the past few minutes than their entire trip before Hela Blaidd had collapsed. Bran tossed another frag grenade down their next corridor before two marines turned it, firing long bursts down the hallway. &#039;&#039;We have come so far&#039;&#039;, thought Bran, “WE&#039;RE NOT DYING NOW, BROTHERS!,” He cried, putting false motivation in the yell, “LET&#039;S SHOW THEM WHAT THE MILWYR CŴN CAN DO BEFORE THEY DIE.”&lt;br /&gt;
&lt;br /&gt;
Briefly reinvigorated, they pushed forwards, fighting, not as men desiring to live, but as men desperate to win, even at the costs of their own lives. &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Merrill cursed and yelled as his fleet attempted to match speeds. It was obvious to all that was not an option.  But still they tried, pushing harder than the ships were meant to. But the Mechanicum of Mars made the finest ships, and they held together, even as the Scale Bearers fleet shrunk in their viewscreens.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
A sudden cacophony of noise erupted from the corridors, and  Tylluan risked a brief glance over the barricade.  The Scale Bearers were being pushed out of their defenses.&lt;br /&gt;
&lt;br /&gt;
“We&#039;ve got incoming friendlies!”&lt;br /&gt;
&lt;br /&gt;
They jumped up, engaging the Scale Bearers with what little ammunition they had left as their missing brethren pushed them into the open. As they did so,  Gwalch Deifio came into view, dragging a wounded marine behind him. Followed by another, and another. Few remained, and all were carrying, dragging, or supporting someone wounded.&lt;br /&gt;
&lt;br /&gt;
“DO WE HAVE ANYTHING READY TO FLY?” &lt;br /&gt;
&lt;br /&gt;
Tylluan responded in the positive as they dragged themselves to the barricades.&lt;br /&gt;
&lt;br /&gt;
“Get it ready to fly, let those who can still fight hold here until the wounded are on board,” said Bran Hier.&lt;br /&gt;
&lt;br /&gt;
Collectively, they moved. They started loading the wounded into the awaiting Raven.&lt;br /&gt;
&lt;br /&gt;
“What about this one?” Questioned Neidr Solet, indicating Hela Blaidd.&lt;br /&gt;
&lt;br /&gt;
“Leave him sedated.” Bran thought for a second. “And restrain him. I don&#039;t want to take any chances.”&lt;br /&gt;
&lt;br /&gt;
Neidr looked confused, but complied, and the engines of the craft began to spool to life.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The long, thin formation of the Scale Bearers didn&#039;t even slow as it approached its crippled and broken ships. Thunderhawks and Storm Eagles spread from the corpses as swarms of small insects towards the larger craft, flying desperately to be able to land on board without the larger ships slowing. As they landed, many crashed into the decks or against the hulls, but most made it somewhat safely.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The ramp closed as the last Milwyr Cŵn boarded the vessel. The craft lifted, and began to push forwards, as the &#039;&#039;Pes Lacerta&#039;&#039; collapsed around them, being ripped apart by the passing Scale Bearer&#039;s fleet.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Merrill watched hopelessly as the enemy fleet jumped into the Warp, safeties be damned. He calmly sat back down, placing his fingertips together, index fingers placed against his lips.&lt;br /&gt;
&lt;br /&gt;
“Cell, dispatch a team to the remaining vessels. Search for survivors. Kill any Scale Bearers, and bring any remaining Milwyr Cŵn back. Find me a trustworthy group for an upcoming operation. No more than a Troupe. Make sure there are a few Milwyr Cŵn squads. I&#039;ll debrief you in a short period. Admiral, could you come here please?”&lt;br /&gt;
&lt;br /&gt;
The man came forward as Cellweirwyr left the bridge to perform his duties.&lt;br /&gt;
&lt;br /&gt;
“Tell me our astropath managed to identify their warp signature.”&lt;br /&gt;
&lt;br /&gt;
“He did, sir.”&lt;br /&gt;
&lt;br /&gt;
“Excellent. Have a message sent to Hektor, explaining that the majority of their fleet is crippled and routed. I am currently regrouping and assessing my losses before continuing the pursuit of my prey. Assure him that the Scale Bearers will fall by my next report.”&lt;br /&gt;
&lt;br /&gt;
One of the lights on the console flickered to life, and Merrill flipped a small switch.&lt;br /&gt;
&lt;br /&gt;
“Sir, I have something to report.” It was Cellweirwyr.&lt;br /&gt;
&lt;br /&gt;
“Go ahead.”&lt;br /&gt;
&lt;br /&gt;
“We&#039;ve found survivors.”&lt;br /&gt;
&lt;br /&gt;
Merrill smiled. It was a good hunt.&lt;br /&gt;
&lt;br /&gt;
===Conclave: The Traitors Move Out===&lt;br /&gt;
To be rewritten due to continuity problems.&lt;br /&gt;
&lt;br /&gt;
===The Burning of Alessia===&lt;br /&gt;
His grey eyes flickered across the assembled data-screens, darting from one end of the cycling display to the other. The faint green backlight from the screens were all that illuminated the large circular chamber, with the logic engines and tactical displays making up the vast majority of the room&#039;s walls.&lt;br /&gt;
&lt;br /&gt;
He drew in a slow breath, turning over this puzzle in his mind. This was his throne-room, his sanctum, his greatest hall—and today he had naught left to him but one final tribe, the eponymous Thunder Kings, where twelve ought together stand. He did not bear his sword and shield today, and the screens did not display the miasma of information he found so much beauty and truth in. There was nothing to command today, and his patience—infinite as it was—had long begun to set into weariness and bitterness.&lt;br /&gt;
&lt;br /&gt;
Agrica had stood with him, solemn and silent as a statue throughout it all. The tall, fair-haired Astartes looked as if he might have been handsome once, but a lifetime of war had imparted upon him a steel jaw and plentiful other skin regrafts along his face. He&#039;d kept his eyes forward for all these long weeks, imparting some small . . comfort to the brooding Primarch. He didn&#039;t have to stay. He should have gone, to fight for whomever he thought best, but he did.&lt;br /&gt;
&lt;br /&gt;
It was a long while before Brennus finally spoke, his ordinarily calm, thunderous voice now sounding soft, and solemn.&lt;br /&gt;
&lt;br /&gt;
“I know now my failure,” he said, looking towards Agrica. If the Astartes was alarmed, he gave no notice, and merely turned to straight back at his progenitor. “Where one legion should stand, I have created twelve. Respectively united by shared fraternity, perhaps—but what was I but their commander, in truth? Not a father.”&lt;br /&gt;
&lt;br /&gt;
Agrica said nothing. Not yet.&lt;br /&gt;
&lt;br /&gt;
Brennus continued, pausing only briefly to examine his son&#039;s expression. As he looked back towards the screens and continued, a wry smile now appeared on his face.&lt;br /&gt;
&lt;br /&gt;
“It is fitting that only one tribe remains. Only one legion. Agrica, I am proud and flattered that you waited here, where you need not have. There must be one legion. One,” the Primarch spat out. His form shook as an uncharacteristic vehemence seized him, his throne groaning as he now—after weeks—finally stood.&lt;br /&gt;
&lt;br /&gt;
“Not all that have fallen are vanquished,” faithfully intoned Agrica, bobbing his head slightly forward.&lt;br /&gt;
&lt;br /&gt;
Brennus let out a withering sigh, each heavy step causing the machines around him to rattle. He stalked towards the heavy door leading out from his throne-room, pausing just one pace before it. Agrica now too moved forward, taking up a position beside his master. “We are not yet fallen,” Brennus whispered, “Not yet. I cannot forgive Selioax, however—and I cannot forgive Alessia. It must burn.”&lt;br /&gt;
&lt;br /&gt;
And though it pained him, Agrica agreed.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Battle of Rai===&lt;br /&gt;
	&lt;br /&gt;
Primarch Gaspard Lumey stood hunched over a star map, brightly lit by a sea of colorful emblems. One disappeared, a traitor light cruiser torn apart by a lance broadside. Another flashed and turned red, an allied Overlord class battlecruiser &amp;quot;Righteous Hatred&amp;quot; taking critical damage and requesting assistance. The battle for Rai, the home world of the traitorous Life Bringer legion has been going on for over a whole day now, with little signs of progress. The Void Angels and 73rd fleet of the Imperial Navy tasked with pacification of this important bastion and staging ground for the murderous Chaos space marines thought it an easy job, yet an unexpectedly fast return of the bulk of Life Bringer fleet turned what was supposed to be a quick and overwhelming strike into a painfully slow crawl, the punishing fire from enemy ships and defense stations exacting a heavy toll for every small advance.&lt;br /&gt;
     &lt;br /&gt;
Finally, he found just what he was looking for. &amp;quot;Heaven&#039;s Fury&amp;quot;, a heavy strike cruiser at the core of Life Bringer formation, lost its Void shields and could be finished off with a concentrated attack. Lumey shouted orders into his vox and immediately several Imperial ships moved in on the crippled vessel: 4 Navy battlecruisers surrounding &amp;quot;Nurgle&#039;s Grave&amp;quot;, a battle barge of the Entombed legion, transporting Primarch Golgothos himself. With a powerful barrage &amp;quot;Heaven&#039;s Fury&amp;quot; was no more and behind her charred wreckage was an opening, a clear line to the Life Bringer flagship &amp;quot;Light of Heart&amp;quot;. Reaching the ancient Gloriana-class vessel through the hell of missiles, lance blasts and plasma fire won&#039;t be easy, but even a single moment was enough for Golgothos. Caestus assault rams and boarding torpedoes launched from the &amp;quot;Nurgle&#039;s Grave&amp;quot;, alongside a swarm of fighter squadrons from the Navy ships providing escort. The operation was a success, most of the boarding craft making hull contact with the &amp;quot;Light of Heart&amp;quot; while her point defense batteries were busy annihilating their fighter support.&lt;br /&gt;
     &lt;br /&gt;
Golgothos stepped through the breach aboard the Life Bringer flagship and looked around. It was different from how he remembered her after his last visit during Crusade days. Still the same white banners with the bandaged heart symbol of the Life Bringers, still the same orderly hallways, yet somehow not right. Maybe the smell picked up by his sensors, maybe the weird slick grease coating some spots on the walls, something those usually orderly marines wouldn&#039;t have tolerated before. There was no time for sight seeing though, Life Bringer tactical squads were already taking position down the hall while the heavy dreadnoughts of the Entombed and Void Angel breacher squads were still hurrying in.&lt;br /&gt;
&amp;quot;We should be in about 4th deck on the port side right now&amp;quot; - the voice of the Void Angel epistolary Pierre De Valois was quiet and confident. &amp;quot;According to the blueprints the way to the bridge is to the right, through the main hall. We would be exposed from ...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;MOVE OUT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With that the Entombed walked forward, the dreadnoughts crushing the scrambling Life Bringers with their assault cannons. Void Angels followed, leaving a few squads to guard the boarding rams. Soon enough they were facing serious resistance and Pierre almost recoiled in shock. &amp;quot;These... things, what ARE they? Did they poison themselves?&amp;quot; he asked, still finding it hard to believe that the shambling mutants and vomit-inducing plague marines standing against him were once his brothers in the Emperor&#039;s service. &amp;quot;That&#039;s what they have become, and they will die for it!&amp;quot; answered Golgothos while crushing a plague marine&#039;s head in his power fist. To Pierre&#039;s surprise he was extremely fast, the masterfully piloted chassis moving with speed he didn&#039;t think possible for such a huge war machine, and with the Entombed at the front the boarders were moving quickly as they cut their way through the rushing defenders. As they closed in towards the bridge the advance slowed. The Life Bringers positioned devastator squads with lascannons and missile launchers behind hastily improvised barricades and brought out their elite. &lt;br /&gt;
&lt;br /&gt;
Seraph Guard terminators, now appearing as rotten, bloated caricatures of the once noble Life Bringer first company, shrugged off heavy bolter fire and plasma blasts like mere annoyance while breaking apart the Entombed with power fists and forcing Void Angels into cover behind the dreadnoughts with a relentless hail of chem-filled bolter rounds. Golgothos slowed a bit, taking some time to overlook the battlefield between attacks. His sensors picked up his prey, a large terminator armored figure moving among the wounded Life Bringers. It would fire a few bursts at the boarders, only to kneel over another body for a moment. A few movements and the enemy just thought dead once again rose up to his feet and continued the fight. Without a single word, Golgothos and the Entombed charged at Johannes, sweeping aside the Seraph Guard squad blocking the path. &amp;quot;I greet you as well, brother&amp;quot; - the Life Bringer primarch spoke as he narrowly avoided the blast from the dreadnought demolisher cannon. &amp;quot;There is so much pain and sorrow in this galaxy, it is a shame you would not help us cure it.&amp;quot; Another cannon shot was the only answer the leader of the Entombed chose to respond with. As the two primarchs faced each other in a duel Pierre quickly ordered his troops to take position and hold back the rest of the Life Bringers.&lt;br /&gt;
&lt;br /&gt;
Golgothos could handle Vrach, the Void Angels just had to keep it a fair fight.&lt;br /&gt;
     &lt;br /&gt;
While the skies of Rai were alight by the space battle above it, Thunderhawks marked with the insignia of the Scale Bearers legion dispatched the space marines and their faithful warbeasts into the thick jungle. The Scale Bearers could only send one company to assist the Void Angels in this mission and opted to use the confusion in space to sneak their single strike cruiser behind Life Bringer defenses, dropping onto the homeworld of the traitor legion undetected. Accustomed to this kind of environment, the Scale Bearers easily moved through the vegetation, cutting a path through tough vines with their chainswords. It didn&#039;t take long until they came upon the overgrown white walls of Abeni Asha enclave. Abeni Asha was one the largest settlements on Rai and a highly important strategic location, housing the primary spaceport and many military supply depots, but it wasn&#039;t their target. Engaging the PDF there would have drawn significant attention from the Life Bringers in orbit and severely endanger the civilian population they sought to liberate. Instead, the Scale Bearers moved towards an isolated compound a fair distance away from the enclave, known only as facility 1-23.&lt;br /&gt;
     &lt;br /&gt;
The guards on the outer perimeter were silently disposed of, the marines left by the Life Bringers in reserve no match for the mighty Sors and veteran Astartes of the Scale Bearers. Having taken a key card from a guard and easily hacked the security lock the Emperor&#039;s space marines entered facility 1-23 without sounding the alarm. What they saw inside would unnerve even the battle-hardened warriors. Facility 1-23 was a Life Bringer laboratory focused on bioweapon research. Corridors with formerly white walls, now coated in some disgusting, sticky substance, connected room after room full of containment tanks filled with horrifying mutated creatures. Carefully sealed refrigerators preserving test tubes whose contents are better left unknown. Isolated small hospitals, where human and alien test subjects were attended by plague-ridden cultists in sickeningly slimy white-red hazmat suits. The Scale Bearers knew immediately: this place had to be purged. It was not a task to be taken lightly, however, even a single containment leak could doom the whole planet. The space marines dispersed, tactical squads set melta charges and prepared remote detonators while the captain took the company apothecary and techmarine to the main logic engine. Its database held research logs describing each experiment and the fate of every prisoner in excruciating, clinically precise detail, and the Scale Bearer specialists used this knowledge to direct their assault squads as they hacked security systems and utilized the facility&#039;s own emergency protocols to safely eradicate the products of this heretical science. The operation didn&#039;t succeed, however. A single Life Bringer apothecary, away from his lab as the Scale Bearers entered it, noticed the intrusion and reported it to the flagship. Hiding from the space marines he couldn&#039;t hope to defeat alone, the vile plague marine snuck to a secondary control terminal and executed his primarch&#039;s order. Even he couldn&#039;t have predicted what was about to happen.&lt;br /&gt;
     &lt;br /&gt;
Space fleets continued to clash against each other in a bitter stalemate as the boarding party aboard the &amp;quot;Light of Heart&amp;quot; stood at its last breath. Reduced to less than a third of their original strength, the Entombed and Void Angel Astartes still stood defiantly, refusing to back away from the Life Bringers that just didn&#039;t seem to die. Pierre De Valois has been fighting a Life Bringer sorcerer. The enemy was stronger, but Pierre was faster and his swift and sudden strikes whittled down the decaying body of Nurgle&#039;s champion as he masterfully deflected psychic assaults against his mind. Next to him a similar scene was unfolding between the dueling primarchs, Golgothos earth-shattering blows meeting against quick and surgically precise swipes of Johannes lightning claw. Golgothos dreadnought frame was heavily damaged, his armor riddled with corroded holes and the powerful demolisher cannon long since silenced due to severed control cables and a jammed joint. Nevertheless, he was clearly the superior fighter and Johannes Vrach looked even worse, bleeding putrid ichor from uncountable wounds all over his corrupted body. It was in this moment that the news of Scale Bearer attack on facility 1-23 reached Johannes and he gave the order that defined the fate of the sector: &amp;quot;So Rai is lost then. Release containment at all labs, all ships retreat. Set course for the Eye of Terror.&amp;quot; Turning towards Golgothos he promised to return here eventually, but his words were cut short by deafening screams erupting from everywhere at once.&lt;br /&gt;
     &lt;br /&gt;
Pierre has locked his blade against the sorcerer&#039;s force staff a moment ago, yet now both bitter opponents were merely propping themselves against each other, struggling to even stand as the tortured wails of billions of souls barraged their minds. Barely enduring the cacophony he turned his head towards the nearest view port and immediately saw its source: Rai. What has been a lush jungle with busy enclaves where millions of people lived and worked has become a giant ball of writhing red biomass, an unholy mix of living concrete, metal and demonic flesh rapidly growing gigantic tendrils which lashed and grabbed unfortunate ships in orbit while the pained screams of the entire planet echoed across the Warp. Turning his head away Pierre heard the screams mixing with maniacal laughter as he saw the body of the Life Bringer primarch twist and burst, the flesh of Johannes Vrach merging with the metal of his armor upon his ascension to daemonhood. Leaning unsteadily on the hilt of his blade which he had almost subconsciously thrust in the heart of the falling sorcerer, Pierre could barely make out the silhouette of Golgothos delivering a crushing blow to the demon prince and Life Bringers hurrying to aid their progenitor as the entombed primarch turned towards his battle brothers. He couldn&#039;t hear what Golgothos ordered, only feel himself picked up by a cold dreadnought power fist before drifting into unconsciousness, overwhelmed by the screams of pain around him.&lt;br /&gt;
     &lt;br /&gt;
At the command center of the Imperial forces, Gaspard Lumey frantically contacted the fleet, straining his voice to the limit to be heard over the deafening wails. The Life Bringers were fleeing, yet the unnatural abomination on Rai was an even greater threat, infecting every starship its tendrils touched and turning it into more of itself, another screaming demonic monstrosity rushing towards the Emperor&#039;s servants, firing its weapons at everything in range and corrupting more ships in turn. It was a relief to hear most of the Scale Bearers managed to teleport away from ground zero and escaped the gruesome fate of the majority of warships caught too close to the planet, but the battle was not yet won. With perfectly coordinated efforts under Lumey&#039;s command, the Void Angels and Imperial Navy routed and destroyed the terrifyingly deadly, but thankfully mindless infected vessels. Only when the Void Angels consigned Rai to Exterminatus and completely annihilated the writhing monstrosity on its surface did the endless screams finally stop and the battle end in victory. This mission has claimed the lives of many, the majority of the 73rd fleet a sizable number of Void Angel ships have met their end at the hands of the insane Chaos space marines and the corrupting tendrils of their unexpected creation. While the Imperial soldiers counted their losses, one of the Entombed Undertakers delivered a list, reporting primarch Golgothos, around a hundred of their most experienced venerable dreadnoughts and the battle barge &amp;quot;Nurgle&#039;s Grave&amp;quot; with her entire crew and techmarine support staff as killed in action. Before Lumey could protest, the &amp;quot;Nurgle&#039;s Grave&amp;quot; activated her warp drive and jumped in last known escape direction of the Life Bringers, straight into the Eye of Terror.&lt;br /&gt;
     &lt;br /&gt;
The entire sector was quarantined under explicit order of the Void Angel primarch following the event. Though few in the Imperium know what happened there, since the participating voidsmen had the memories of battle wiped from their minds and none of the chapters of Adeptus Astartes want to speak about it, the region of space has gained a reputation as cursed area and few dare to go near. Enforcing the quarantine is a quiet, uneventful position for the Navy crews, yet despite this few volunteer for it, fearing the tales of frequent nightmares and astropaths hearing faint screams echoing between the unsalvaged wreckages in the old starship graveyard surrounding this dead planet.&lt;br /&gt;
&lt;br /&gt;
===End of the Line===&lt;br /&gt;
{{edit}}&lt;br /&gt;
“The Lord General&#039;s orders are as follows: Task Force Gleaming Sceptor shall proceed to Phase Line Chronus, engage and destroy all traitoro-” There was a sudden flash of static. He felt a breeze brush his shoulder, and as he turned his head he caught the faintest glimpse of a Maledictum medium tanks&#039; turret flittering in the air. As secondary explosions ripped apart the now topless Maledictum, Vox Caster Luxus&#039;s own opened topped APC popped reflective smoke and accelerated. As the driver and stub gunner began to argue over whether it was a lucky artillery round or a sign of Traitor encirclement, Luxus returned to his transcription of the transmission. Blood still stained the Vox Casting equipment from his predecessor: Lux himself had been hastily trained to replace the previous caster and had never handled anything more complex than an autogun&#039;s receiving mechanism until two nights ago.  &lt;br /&gt;
&lt;br /&gt;
“HQ, this is 3rd Battalion, D Company, please restate and confirm orders, over?” &lt;br /&gt;
&lt;br /&gt;
There was another explosion, this time forward, a low hill blocking line of sight. B company had already wheeled off to the right flank in the event the traitors had successfully maneuvered around the screening battalions. A Mastadonii lance had been probing their column the last three days, and HQ had been silent on their whereabouts. &lt;br /&gt;
“HQ, this is 3-” Lux was again cut off, this time by a gruff voice almost as explosive as the Maledictum had been. &lt;br /&gt;
“Clear this net!  Primary thrust will commence in T-minus 3 minutes, mark. The Emperor expects nothing short of decisive victory, and today we, the 27th  Gregorus Armored Infantry, will do part in His just cause.” With that the Vox was silent. Luxus reached forward and knocked on the drivers helmet. “Get us to the Colonel!” &lt;br /&gt;
&lt;br /&gt;
Luxus was barely audible over the great din of whirring treads as the great might of the 27th Gergorus Armored Infantry Regiment, Heavy, began to regroup with their parent companies and battalions. Luxus&#039; transport zigged and zagged between the various columns, coming alongside and matching speed with a Baneblade, the barrel adorned with a white petaled carnivorous flower and flanked by a dozen other similar vehicles. Luxus stepped onto the side railing of his own carrier, grabbing onto the side of the formidable weapon bastion. He continued his climb to the turret. &lt;br /&gt;
&lt;br /&gt;
There, observing his squadron of Baneblades was Colonel Morgrest, his blue eyes and large, weatherworn face eyeing the quickly approaching hills in front of him.&lt;br /&gt;
&lt;br /&gt;
“Colonel!” Morgrest looked. A short, young looking trooper in a misfitted maroon uniform offered forth a piece of parchment. Morgrest glanced at it and nodded to Luxus who began the short scamper back to his crawler. His own vehicle&#039;s Vox had been stripped long before it arrived here on Zhuko V, where his unit had not so much as finished disembarking when they had been ushered to awaiting tanks, neatly arrayed in rows with field manuals placed on every crew station seat. &lt;br /&gt;
&lt;br /&gt;
Many, such as him, were lucky to have been drivers and communicators aboard the roving Ranch Rigs that tended the Avian cattle of Gregorus. Most however were from the commercial cities, not overly suited for grunt work much less the teamwork and technical skills required for tankmenship. Their loses in the last few weeks had reflected that. He swithced his makeshift Vox repeater to the squadron net. &lt;br /&gt;
“Assume wedge formation, my Mourning Gloria shall take point. Do not drop out under any circumstances: if you are not out of fuel or ammo, then you are not out of the fight! All crews, turn down.” And with that, the Colonel descended into the red lighted confines of his steed, sealing the hatch over him. &lt;br /&gt;
&lt;br /&gt;
“All vehicles, fast advance!” As one, the baneblades increased their speed. For as far as the eye could see to the left and to the right, the tan and maroon war machines of the 27th roared forward, a wall of armor. Over the line of hills, smoke and tracers could be seen pouring into the air. The Colonel glanced at a wall mounted chronometer. &lt;br /&gt;
&lt;br /&gt;
“Driver, decelerate by 1/8th.” The timing would have to be perfect. “All crews, prepare for contact.” &lt;br /&gt;
&lt;br /&gt;
Just as the Vox clicked off, the hills infront of them exploded into a wall of dirt and silt. Jetbike riding engineers had rigged the hill for demolition the night before, and now the only remaining obstacle between him and the enemies of his newly beloved Emperor was gone. His squadron charged into the breach, their mighty guns blaring...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Driver, adjust heading 1.4 degrees. Gunner, target Stormblade, Fire! Left bastion, suppress war engine crew. Driver, mine field 40 meters. Right bastion, prioritze medium chassises. Second Gunner, mine... layer front , bearing 47. Bastion gunners, weapons free. Hulls 2 and 7, tighten formation!” And so it went. Order were given, reports were taken in, ground was gained. Slowly, the vox chatter grew quiter and quiter as the vehicles of his squadron slowly joined the other metal pyres that threatened to be confused for the Zhuko V&#039;s sun rising in the south. &lt;br /&gt;
&lt;br /&gt;
The Lord General emerged from his opulent Command Chariot to the distinct sounds of bickering adults, a sound he had not been able to grow used to even with his many years of conquests. &lt;br /&gt;
“I tell you they have all gone traitor. I know these farmers all too well!” The rolly polly face of General Kerimeistn rose from the crowd of officers and intelligents techs that were crouched over the primary command board.  General Kerimeistn swiftly made his way to the Lord General and bowed before him. “Your Lordship, due tell them how I warned you time and time again that mere agricultural workers at the helms of such tremendous machines would only invite disaster and turncoatism.” The Lord General was not listening. He pushed aside Kerimeistn: the rest of his officers, dressed in the finest Exiran Blue with the occasional Maroons and yellows of other units attached to his division, rose to allow the Lord General a view of the active map. An Exiran officer stepped forward. “Sir,  Task Force Gleaming Scepter consisting of the 37th  Gregorus Armored Infantry, the 2123th Exiran Armored Brigade and the 782 Exiran Armored Brigade, per your orders, advanced from phase line Baptize to phase line Chronus. The 2123th and 782nd managed to reach and hold the position. Most of the 37th was annihilated, but it appears several formations have advanced beyond phase line Chronus.”&lt;br /&gt;
&lt;br /&gt;
“To join the traitors,” snarled Kerimeistn. The Exiran officer narrowed his eyes at the General.&lt;br /&gt;
“Actually, Lord General, judging from the reports we are receiving, they have been destroying traitors. A great abundance of them. Infact...” he turned to look at the Vox operators, a large command set sitting at the foot of the map screen in the center of the field tent. &lt;br /&gt;
&lt;br /&gt;
The Vox operator looked up from his set. “They count 400 confirmed kills. Most likely more, but traitor indirect fires forced our scout tanks back.”&lt;br /&gt;
&lt;br /&gt;
A stunned silence fell across those gathered.&lt;br /&gt;
&lt;br /&gt;
The officer turned back to the board. “They appear to heading in a straight path. We put them 90 klicks past Phase Line Chronus. All attempts to reach them by Vox have failed.”&lt;br /&gt;
The silence continued until finally, the Lord General spoke.&lt;br /&gt;
&lt;br /&gt;
“The next time you have to teach an infantry formation the proud tenants of mechanized warfare, General Kerimeistn, make sure you teach them how to read a map. I am glad to see though, that your lessons in cowardice have gone completely unheeded.”&lt;br /&gt;
General Kerimeistn fumed, his face turning red while sweat began to bead upon his forehead. The Lord General stepped away from the screen table and returned to his command vehicle. &lt;br /&gt;
-&lt;br /&gt;
Another two hours past. Targets for a time had grown sparser. Now, there was a noticeable uptick. At first, contact was being made every 30 minutes. There was a burst of fire from the right bastoon gun. Its gunners had already been killed, but the Colonel only cared that that span had just now been reduced to five minutes.  They were nearing the enemy, but not fast enough. &lt;br /&gt;
“Technician, how many more meters can we squeeze from her?”&lt;br /&gt;
A pained voice rose up from the depths of the warmachine “ The gauges reached empty four klicks ago my Colonel, we shall be immobile soon.” &lt;br /&gt;
&lt;br /&gt;
The Baneblade suddenly entered a clearing. All around them were hulks, chassis, the faint outlines of their rotting crews dispersed between, yet here was a patch of undtrodden, prestine low grass that had by some miracle remained virgin in this orgy of steel and shell. It was as good a place as any. By now their handiwork had caught up to them: a thick black cloud of acrid smoke from a hundred burning vehicles now hung all around them. The Baneblade was beginning to slow. The driver cursed, and despite all his pounding upon the Accel-pedal the Baneblade only crawled, then came to a halt. “Driver, running lights!”&lt;br /&gt;
The Colonel unlocked his hatch and opened it. The blood soaked torso of a traitor tanker slid off the cupula. It thudded against the hull of the Baneblade, coming to rest on the green earth with a sickening plop. All was quiet, save for the wind pushing the thick cloud ever farther north. Beyond the initial ring of flood light illuminated husks, all was black save for a few lingering fires. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1st Gunner Norus slid over and tugged on the Colonel&#039;s boots.&lt;br /&gt;
“Morgrest, we&#039;ve no more shells. Does that mean we&#039;re finally...out of it, sir?”&lt;br /&gt;
The Colonel felt it before he heard it. Even with the tons of armor and machinery below him, the vibrations reverberated. It was coming from all directions now, and faintly, just faintly he could hear the creeking of treads and the blaring of war horns. &lt;br /&gt;
The Colonel reached and drew his sidearm. It was a ranch pistol, a high caliber, revolving weapon, its hilt a white pearl made of the egg carapace of his homeworld. Within it were seven rounds.&lt;br /&gt;
“Far from it Norus...far from it.”&lt;br /&gt;
The baneblades flood lights died.&lt;br /&gt;
&lt;br /&gt;
===The Mastodon comes to Zhuko V===&lt;br /&gt;
&lt;br /&gt;
Month Five of the Zhuko V Campaign.&lt;br /&gt;
High Orbit&lt;br /&gt;
The Battle Barge Chukotka, Flagship of Ice Shaman Issitoq.&lt;br /&gt;
&lt;br /&gt;
Issitoq, High ṣālman of the Legion stood on the embarkation deck and watched as the lander slowly settled before him. Part of him was glad that the ship was here, that the occupant was here to take over from him in the prosecution of the Zhuko Campaign. But just as much of him knew that the reason he was here was because Issitoq had failed, his mission to secure the output of Zhuko V had not gone according to the Warmaster’s designs, and now there would be hell to pay.&lt;br /&gt;
&lt;br /&gt;
On either side of Issitoq were three hundred of the Mastodontii Legion standing at parade on either side of the lander, at the front a row of Terminators in full regalia with weapons held at their sides. All of them bore the marks of their new fidelity, the star of the Primordial Truth and the marks of Hektor the true master of mankind. They sat ill with Issitoq. Even now, even after all this time the marks of the darker powers still made him feel ill at ease.&lt;br /&gt;
&lt;br /&gt;
A figure clad in mighty armour emerged from the shuttle. Everyone, apart from Issitoq, immediately stood to attention, standing taller in the presence of their gene-sire.&lt;br /&gt;
&lt;br /&gt;
Tollund Ötztal stepped slowly down the ramp. His very presence was enough to inspire total and unreserved attention from all those before him. Issitoq however saw more than just his presence. He saw the bleakness which hung around him like a shroud, his stance was a little more crabbed, and yet the aura around him had been augmented. His armour was graven all over with dark runes, and Issitoq noted the weapon he was carrying. It was not his usual spear, Tizheruk, forged anew by the hand of the Emperor. It was a black maul, an immense mace covered in blasphemous sigils.&lt;br /&gt;
&lt;br /&gt;
“My worthy brother gave this to me. He said it would come in handy to destroy the warmachines of the false Emperor.” Ötztal smiled at his old friend. Even now his smile was infectious. Issitoq could not help but smile in return, though the smile did not reach his eyes.&lt;br /&gt;
&lt;br /&gt;
His Primarch had spent the last few years immersing himself in the teachings of his brother Aubrey, sacrificing dozens of worlds to the Primordial Truth. His sons followed him in their worship, the worship of the ones who would save humanity from the darkness that the Emperor wouldn’t. Issitoq found it hard to believe that the path of the Warped Ones was any better than the path the Emperor had set them. Both were flawed. Both were at fault. Neither was right.&lt;br /&gt;
&lt;br /&gt;
Ötztal strode beside Issitoq as they headed for the bridge. “It seems that you’ve been having some trouble with the locals. They’ve refused the boon we’ve offered them.” His expression darkened. “Well we will have to enlighten them then. And I’ve brought enough men to ensure we do so.”&lt;br /&gt;
&lt;br /&gt;
The Primarch had not come alone. Aside from the troops deployed to crush the hated Silver Cataphracts on Rosskar and those few serving alongside their fellows across the burning Imperium, the entire Legion was now deployed to this cause. The Primarch’s own Flagship, the Starspear and its vast holds filled to the brim with tanks now orbited Zhuko V. A Titan Ark carried an entire additional Titan Legion, the Legio Yachê, the Snow Stalkers. And hundreds of armoured regiments loyal to the Warmaster had also come, eager to spill blood for their lord. Enough power to subjugate entire stellar empires was now poised to be unleashed upon Zhuko V. The planet would drown in a tide of iron.&lt;br /&gt;
&lt;br /&gt;
===The Saber of Terra===&lt;br /&gt;
&lt;br /&gt;
Terra was burning.&lt;br /&gt;
&lt;br /&gt;
Weeks of Bombardment followed by days of brutal bloodshed had torn and disfigured the face of the throneworld. The forces of the bastard Warmaster were even now grinding towards the palace, tightening the noose around the Imperial Throne. Every man and woman who could were even now fighting back as hard as they could, doing everything possible to slow the attacks, to buy as much time as possible before they reached the shadow of the Palace, and the real struggle began.&lt;br /&gt;
&lt;br /&gt;
Arturia Eld, Lord of the Knights of Accolon had immediately mustered her household and marched south with ten of her Knights, leaving the rest to stand beside the Regent of Terra and his Astartes. She was under no impressions that her knights could hold back the tide, but she could bleed the traitors, hammering them time and time again to inflict as much damage as possible and support the beleaguered Imperial Army forces.&lt;br /&gt;
&lt;br /&gt;
The distant scene visible in her mount’s mechanical eyes was a shattered graveyard of twisted metal and fire. A hellscape of blazing craters, scores of wrecked tanks and thousands of dismembered bodies.&lt;br /&gt;
&lt;br /&gt;
Thousands of giant warriors bearing the Eye Star of the Warmaster pushed forward behind heavy breacher shields. Against small-arms fire and even medium gauge weapons they offered effective protection, but against the kinds of guns the defenders had trained on them, they just weren’t up to the job. Each advance left a trail of bodies, limbless corpses and tributaries of blood to fill craters with red lakes. Thousands of Astartes were falling, yet thousands more were advancing.&lt;br /&gt;
&lt;br /&gt;
‘Come on, my lord,’ urged Dux Cynric, one of her foremost Knights. ‘Let’s break them! Smash each one apart in turn until we roll the entire line up.’&lt;br /&gt;
&lt;br /&gt;
She wanted to give the order. Oh, how she wanted to give that order. But she had fought a thousand battles before and she could clearly see the danger.&lt;br /&gt;
&lt;br /&gt;
‘Yes, we could break one, probably two, maybe even three of the shieldwalls, but that will be all,’ she replied, feeling Caliburn’s ire at her refusal to ride. ‘Then we would be overwhelmed by the artillery and dragged down by their infantry. An ignoble death. Hardly knightly. No, there are other targets for us, ones which will make a far greater difference to the struggle.’&lt;br /&gt;
&lt;br /&gt;
Her keen eyes scanned around, until they were immediately drawn to an up-armoured Spartan as it smashed through a rockcrete wall, slamming down on bollard tank traps and crushing them beneath its weight.&lt;br /&gt;
&lt;br /&gt;
A banner streamed from the rear of both track guards, each bearing a serpentine caduceus. Gunfire sparked from the Spartan’s armour and Raeven saw the direct hit of a lascannon strike its flank where the right-side quad sponson had been sheared off. It should have blown a hole right into the vehicle.&lt;br /&gt;
&lt;br /&gt;
Instead, the energy of the shot dissipated at the moment of impact and a bloom of fire enveloped the tank, setting the twin serpent banners ablaze.&lt;br /&gt;
&lt;br /&gt;
‘Flare shield,’ she said, recognising similar tech to the ion shields of Caliburn.&lt;br /&gt;
&lt;br /&gt;
This was a target worthy of her Knights.&lt;br /&gt;
&lt;br /&gt;
‘Rally to me!’ she commanded. ‘Target is the Spartan to your ten. Cearl, Guoroar, Anirin, blow her open.’&lt;br /&gt;
&lt;br /&gt;
‘Aye my lord!’ came the chorus of voices, as her knights began to move. Cearl, the ‘Wallbreaker’ took up position. His Castellan Knight was a heavy weapons platform, ideal for destroying large targets. Targets like that Spartan.&lt;br /&gt;
&lt;br /&gt;
His Laser Destroyer opened up, the beams being barely blocked by the Spartan’s Flare Shield. The Spartan slowly turned, bringing its quad lascannons to bear, but Cearl was a master of snap fire, and he moved with it, denying it the chance to pummel his armour.&lt;br /&gt;
&lt;br /&gt;
Meanwhile it had given the chance for Guoroar and Anirin to close, and now they were within range of their Errants Thermal Cannons.&lt;br /&gt;
&lt;br /&gt;
With a hiss and a roar they opened up, and the Flare shield, already overtaxed by Cearl’s fire was unable to stop them.&lt;br /&gt;
&lt;br /&gt;
The Spartan shuddered as its armour was turned to slag.&lt;br /&gt;
&lt;br /&gt;
The front of the Spartan pistoned open in front of Arturia’s eyes. She saw something move in the space within, something that glinted dully in the fire.&lt;br /&gt;
&lt;br /&gt;
And emerging from the Spartan…&lt;br /&gt;
&lt;br /&gt;
Aubrey the Grey, bastard son, chosen of the gods, his armour blackened was down on one knee, one hand pressed to the side of his Spartan, as though mourning its passing. Blood slicked one side of his dark battleplate and a length of pipework pierced his side like a spear.&lt;br /&gt;
&lt;br /&gt;
Arturia glared down at the traitor Primaerch, and she had never felt so sure, so righteous in the anticipation of a kill. Her arms burned hot with the readiness of her stubber cannons and the crackling energy of her mighty warblade.&lt;br /&gt;
&lt;br /&gt;
She was a knight. She would fight this traitorous whoreson in fair and single combat, would kill him, and thus give the loyalists a true morale boost. They would see their foes were not all powerful gods, they could bleed and die like any man or woman.&lt;br /&gt;
&lt;br /&gt;
‘This target is mine.’ commanded Arturia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I should be dead.&lt;br /&gt;
&lt;br /&gt;
Nerve endings on fire. Pain. Pain like he’d never known. Not even when he’d faced the kiss of Bohemonds mighty blade on Isstvan V.&lt;br /&gt;
&lt;br /&gt;
I should be dead.&lt;br /&gt;
&lt;br /&gt;
No time to reflect that he wasn’t. Deal with the pain. Force it down into the pit. Endure it later.&lt;br /&gt;
&lt;br /&gt;
Aubrey rose to face the mighty Knight standing before him. The knight hadn’t simply killed him while he was down. Now that he was standing, it gestured, make a short bow and flourished its warblade.&lt;br /&gt;
&lt;br /&gt;
It wants to fight.&lt;br /&gt;
&lt;br /&gt;
He smiled. It had been too long since he had matched blades with a worthy foe. And instead of simply killing him, this Knight would willingly give away the advantages it had mere seconds ago, and cross blades with one it had no hope of matching.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;...Your faith, it is a cancer...&amp;quot; he whispered, as he unsheathed his twin blades.&lt;br /&gt;
&lt;br /&gt;
Emerald eyes flashed dangerously, like venomous serpents towards the optics of the Knight, his gaze seemingly piercing through the screen as they blazed with the fury of a demi-god.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall remove it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
He dived as the Knight’s blade sped towards him, parrying with Jörmun while Gandr flicked out, aiming at the Knight’s servos. At the last second the Knight stepped out of the way before bringing another crashing blow from its huge sword. He caught nit with both blades, before slashing Gandr across the Knight’s chest and the strange markings there. The knight smashed him back with its other arm, before once again bring its blade to bear.&lt;br /&gt;
&lt;br /&gt;
This was not like any duel he had fought before. This Knight was good. Better than anything he had fought outside of his own brothers. It seemed to know where his blows would land, and moved with surprising swiftness to counter them, and could move its own blade with a speed and dexterity that he had never seen a Knight do.&lt;br /&gt;
&lt;br /&gt;
Aubrey launched a series of blistering blows, glancing off the Knight’s thick pauldrons and forcing it to withdraw. He would make this engine and its pilot fight on his terms. Then, he would end it.&lt;br /&gt;
&lt;br /&gt;
The Knight was tough. It absorbed every strike that connected, sucking the power out of the blows, taking the hits and coming back for more. Its armoured form could take more punishment then he had anticipated. It was covered in blade scars, but still fought. His own armour was cracked, the servos wheezing as they struggled to keep him moving at speed.&lt;br /&gt;
&lt;br /&gt;
As he parried another mighty blade-strike, Aubrey felt himself tiring at last. Only rarely had he felt more than trivial stirrings of fatigue. He had fought the greatest champions of xenos races, had brought down creatures that stood as tall as Warhound Titans, had carved his way through fields of greenskins as violent and unending as the tides of the sea on Ullanor and slain his brother on the murder fields of Isstvan, and still he felt tired, exhausted by the competition with this Knight.&lt;br /&gt;
&lt;br /&gt;
Aubrey rolled to his feet and ripped Gandr through a knot of pneumatics at the Knight’s ankle joint. It staggered, gyroscopic servos screaming as they fought to keep the war machine upright. Jörmun then flicked out and severed the Servos in the Knight’s gun arm. As it did, the Knight&#039;s blade tore into his shoulder, tearing the pauldron off and sending a spray of blood everywhere. Aubrey snarled in pain as the two broke from combat, facing each other, ready for the final confrontation, until the false peace was shattered.&lt;br /&gt;
&lt;br /&gt;
One of the Knight’s standing guard went down, its upper torso detonating in a cherry red fireball. Aubrey turned to see a squadron of three Fellblades roaring over the wall, guns now thundering at the Knights.&lt;br /&gt;
&lt;br /&gt;
Three Knights were all but obliterated in seconds. A fourth threw its ion shield up just quick enough to deflect the full force of a high-density shell that nevertheless ripped its entire arm and most of its shoulder away.&lt;br /&gt;
&lt;br /&gt;
The Knights were monstrously outgunned and they knew it. The hunting horn of the lead Knight standing before him loosed an ululating blast and they retreated, quit the field of battle. The lead knight made a gesture with its warblade before it turned to flee. Aubrey knew that gesture.&lt;br /&gt;
&lt;br /&gt;
‘This is not done. We will fight again.’&lt;br /&gt;
&lt;br /&gt;
Aubrey relished the thought. Forget his brothers, enslaved for the whims of their false father, that knight, whoever it was in there was a truly worthy opponent, one who he could gift to the Gods, when the Palace fell and Terra was the Warmasters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arturia rose from the folding camp-seat and poured a large goblet of wine. Her movements were somewhat stiff. Caliburn had been damaged by the whoreson Aubrey’s attacks, and the repercussions of the Knight’s hurt were borne by her body.&lt;br /&gt;
&lt;br /&gt;
He had been a hard fight. Maybe the hardest of her life. She had learned to fight from a young age, had mastered it. There was no man alive on Cattegirn who could defeat her in swordplay. And until now, she had believed there was no man who could defeat her in bladework when he was bonded with Caliburn.&lt;br /&gt;
&lt;br /&gt;
But Aubrey was as fast as a striking serpent, and it had taken all her preternatural skills to keep up with him. She was only glad his blades were ineffective at cutting the armoured hide of Caliburn.&lt;br /&gt;
&lt;br /&gt;
With the local Imperial commander dead, the task of coordinating the military retreat towards the next line of defence had fallen to her. The Regent of Terra Himself had asked it of her, and she was glad to help him. Anything to keep her mind off her defeat. That task alone was hard enough, but Arturia also had to deal with an ever-growing civilian component. Refugees were streaming in from the north and east, desperate to flee the advancing traitors.&lt;br /&gt;
&lt;br /&gt;
She’d welcomed the burden, the role so consuming it kept her from dwelling on the loss of her Knights, and on her defeat. But now she had more time to reflect, and it all came back.&lt;br /&gt;
&lt;br /&gt;
Dux Guoroar was gone. A brave young man, who she had commended personally for his conduct on 37-04. Dux Oswine, who loved drinking and fighting in equal measure. Dux Pendar, Dux Bors and Dux Korin also. Five of her bravest and best. Five of her Knights, her warriors. All dead by the hand of the traitors.&lt;br /&gt;
&lt;br /&gt;
They would pay. She was a Knight, she would never stoop to their level. But she would make them bleed to avenge her slain warriors. She was the King of Cattegirn and the Lord of the Knights of Accolon. On her honour there would be justice.&lt;br /&gt;
&lt;br /&gt;
‘My lord?’ Dux Aneirin poked his head into the tent.&lt;br /&gt;
&lt;br /&gt;
Arturia turned to him. ‘News?’ she asked. She had been keeping tabs on the global war situation, and so far it did not look good.&lt;br /&gt;
&lt;br /&gt;
‘The Emperor’s Praetorian. He wishes to speak to you. There’s a lander to bear you back to the palace.’&lt;br /&gt;
&lt;br /&gt;
Arturia had been expecting something like this, but not yet. Not now. ‘Fine. Have Thegn Bedieve take over in my absence.’ She hoped the Emperor’s Praetorian had good reason for summoning her.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Assault on Ostium&#039;&#039;&#039;&lt;br /&gt;
{{Main|The_Assault_on_Ostium}}&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Ones===&lt;br /&gt;
Captain Aesis, master of the Black Augurs 8th company, marched over the icy plains of Stalwart IX. Behind him his command squad moved through the piles of imperialist corpses that littered the planets icefields. The battle had been short - the mortals that the False Emperor had sent to face them were no match for a company of astartes, especially not one led by one so mighty as he, and it chafed him. He had not met a worthy opponent since he slew Eris Varghun, the previous captain of the eighth, at the beginning of what the imperial fools called the Hektor Heresy.  The loyalist had pleaded for his life, and out of respect for his last wish, Aesis had completely ignored him and proceeded to chain his maddened, miserable soul to his power sword. Now he wished he hadn&#039;t. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Dark Gods bring me a decent opponent,&amp;quot; he muttered under his breath. As he did so, the shadows ahead of him blurred and Kalon was there. Taller than he and without a jump pack, the smoke-wreathed epistolary was one of very few people he trusted. He held, as he always did, the daemon-maul Extortium, a length of hellsteel as tall as he was, topped with a spiked obsidian skull twice the size of a normal mans. It was testament to the incredible strength of this man that he bore it without any sign of discomfort - indeed, he was carrying it casually in one hand.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aesis,&amp;quot; he said gruffly,&amp;quot;you well?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
=The Silver Library=&lt;br /&gt;
Alexandri Anon&#039;s version of the Black Library. These are the collection of (hopefully) epic tales that will be at least 20,000 words long and could be 150,000 words. &lt;br /&gt;
&lt;br /&gt;
Currently there the only story being written is &#039;&#039;The Holocaust on Rosskar&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The Holocaust on Rosskar([[Silver Cataphracts|Silver Cataphracts Novel]])&lt;br /&gt;
&lt;br /&gt;
Eyes But Not Ears([[Eyes of the Emperor|Eyes of the Emperor Novel]])&lt;br /&gt;
&lt;br /&gt;
The Fallen Angels([[Void Angels|Winged Victory to Void Angels Novel]])&lt;br /&gt;
&lt;br /&gt;
Ivory and Ice([[Mastodontii|The Mastadontii Novel]])&lt;br /&gt;
&lt;br /&gt;
A Line Without Beginning([[Black Augurs|Black Augers Novel]])&lt;br /&gt;
&lt;br /&gt;
The Galaxy&#039;s Cure([[Eternal Zealots|Eternal Zealots Novel]])&lt;br /&gt;
&lt;br /&gt;
The Many Deaths Of the Scribes([[War Scribes|War Scribes Novel]])&lt;br /&gt;
&lt;br /&gt;
The Walls Arise([[The Bulwark|Bulwark/Ramparts Novel]])&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Scrollhammer:_Holds_of_Skyrim&amp;diff=1011681</id>
		<title>Scrollhammer: Holds of Skyrim</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Scrollhammer:_Holds_of_Skyrim&amp;diff=1011681"/>
		<updated>2026-05-20T16:17:05Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
by Lolpwnt&lt;br /&gt;
&lt;br /&gt;
If you want to play this system and this army, we recommend making a Skyrim army by converting those [[Warriors of Chaos|other Vikings]]&#039; models. Yep, put Marauder Horsemen heads everywhere. DEM PLAITED BEARDS.&lt;br /&gt;
&lt;br /&gt;
==Introduction==&lt;br /&gt;
This is the tale of an ancient people, warriors and kings, who since the Mythic Era itself have dwelt in the the north and struggled to tame an unforgiving land. It is an army of Man, the first scions of that race to set foot upon Tamriel. It is in Skyrim that the culture of strength and glory, parent to the Cyrodiilic Empire itself, still endures.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
====The Dawn of History====&lt;br /&gt;
In the time after the Dawn, when the gods ceased to walk Nirn, the land of Tamriel was wild and mysterious. It was here that the beast people dwelt, their history unrecorded.  The Mer, the Elves and Dwarves, came to Tamriel in this time, and forged great civilizations. Many of the mer dwelt for ages in the south and the west, in the lands of Summurset, Pyandonea, and Valenwood. But other mer spread northwards: a cruel civilization of High Elves dwelt around the Niben, while beyond them to Resdayn journeyed the Chimer, followers of the Prophet Veloth. The Dwemer, or Dwarves, inhabited all the northern half of Tamriel, building great cities of wonder beneath the ground. And the Falmer, the Snow Elves, built above the lands of the north great cities of beauty, carved of ice and stone. This was the golden age of the elves.&lt;br /&gt;
&lt;br /&gt;
But at that time, mankind dwelt in the other reaches of the world; one race of man in Yokuda, and the other, the Nedes, in Atmora. Atmora, a cold isle with green summers, two thousand miles north of Tamriel. Once part of Tamriel in the Dawn Era, this land was torn off in a war between the gods. It was here that the Nedes lived a primitive life, as nomadic hunters, while elves built great cities in the lands to the south. But the Nedes held great faith in Shor, Son of Shor, and his wife Kyne, who had breathed them into existence when they created the world. The other gods, too, they worshiped, often in the shape of animals; the great Dragon Akatosh was among these, and his children, the Dragons, were held in awe and reverence by the warrior men of old. The orders of the Dragon Priests were founded on Atmora, lawgivers, advisors to kings, who sought to act as intermediaries between men and dragons.&lt;br /&gt;
&lt;br /&gt;
But this age of barbarism came to an end as an endless winter came upon Atmora. The land froze, with a dread wind, so that nothing could grow there again. The chieftains of Atmora gathered in council, but could not agree on how to weather such cold. They flew into anger at one another, and raised armies against one another. Mankind flew into a bloody civil war, tearing each other to pieces in their own misery.&lt;br /&gt;
&lt;br /&gt;
====The Saga of Ysgramor====&lt;br /&gt;
&lt;br /&gt;
[[Image:Ysgramor.jpg|thumb|300px|right]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Migration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
After a long age of strife and starvation, a wise chieftain rose up from among the barbarians, Ysgramor by name. He sought a better life, a place of peace and prosperity for his kin to settle. He had heard the tales explorers had told of a lost land where Man had first been created, far to the south. He and his household, and all other Nedes who yearned for refuge, built great longships, sailing southwards to begin anew. Through the Sea of Ghosts they sailed, to the frozen land they would one day call the East March. Here they settled in an uninhabited part of the land, building a town they called Saarthal. They farmed the land, turning the better habits of the Atmorans into the beginnings of a civilization. In a short span of years, two sons had Ysgramor fathered, the wise Yngol and the brave Ylgar.&lt;br /&gt;
&lt;br /&gt;
But the Snow Elves looked upon these settlers and hated them. For they worshiped Shor, who to the elves was Lorkhan, the great evil who had bereft them of their divinity. For while the Nedes believed the gods were the brothers of Shor, and the goddesses his wives, and together they worked to build the world for man, the Elves believed that the god who created the world did so out of trickery, and trapped the other gods in the world against their will. The elves were minor divine beings, their legends told, before the treachery of Lorkhan. And the Nedes were ever growing in number, a free and happy people: soon, the Elves feared, the servants of the Doom Drum would become a threat to them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Night of Tears&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a single night, under the cover of darkness, a great host of the Snow Elves rode out from their shining cities and crept into Saarthal. They set torches to it, and slaughtered every man, woman and child within its walls. But Ysgramor and his sons took up arms in time to resist the attack, and fled weeping into the mists, the Elves hot on their trail. They lived in hiding, now, betrayed by the Snow Elves, their friends and loved ones lying dead and unburied.&lt;br /&gt;
&lt;br /&gt;
But Ysgramor would not give up. He and his sons slew game for provisions, and hewed down trees in the dark parts of the wood. They made a great ship from the logs. Ysgramor returned to Atmora for the first time in many decades.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Return&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Image:The+return.jpg|thumb|300px|left]]&lt;br /&gt;
&lt;br /&gt;
When the people of Atmora learned that Ysgramor still lived, and that the lands to the south were fertile yet filled with enemies, many of them sought to conquer Tamriel in the spirit of adventure. Five hundred great heroes did Ysgramor muster, his Companions, and each swore an oath of vengeance for the clans slaughtered by the Elves. Ysgramor&#039;s childhood friend, the sailor Jeek of the River, granted the strongest of the warriors passage to Tamriel in his longship the Jorvasskr. It was in this ship that Ysgramor himself sailed, followed by the ships of the other warriors. And the greatest blacksmiths in the land made for Ysgramor a shield in the shape of a dragon&#039;s head, by whose protection no Elvish sorcery could harm him. The great rune-axe Wuuthrad they presented to him as well, the visage of a screaming elf at its center. No smith before, nor in ages to come, could ever match the power of Ysgramor&#039;s axe and shield.&lt;br /&gt;
&lt;br /&gt;
The longships sailed forth, and landed at the snowy cape near the East March. But Ysgramor did not count his son Yngol among the number of his Companions. Long he searched and pined for his son, but too late he found that his son was lost at sea, taken by the Sea-Ghosts, his lifeless body floating in the waves. Again Ysgramor wept, and buried Yngol in a great barrow by the shore. Many great beasts he slew for the burial-feast.&lt;br /&gt;
&lt;br /&gt;
The Snow Elves, however, learned of the arrival of Ysgramor and his men. The attacked Ysgramor in his camp just as they had done at Saarthal. But this time, the Sons of Shor were prepared, and the Elves were crushed in battle. Ysgramor commanded the elves who had surrended to build a great stone fortress by the tomb of Yngol, and a great bridge across a river mouth, in which his army would be able to encamp safe from further attacks. Years it took for the great palace to be complete; when it was built at last, it was named Windhelm, City of Kings, and there Ysgramor sat on his throne, ruling his people as more and more Nedes came to settle in the new land.&lt;br /&gt;
&lt;br /&gt;
But Ysgramor&#039;s conquests did not end there. His armies pressed westward, and northward across Solstheim, sworn to take vengeance upon the Elves wherever they found them. The Elves were scattered, their cities burned, their armies defeated, and their people humiliated. Great were these conflicts, and endless was the slaughter brought upon the Elves by vengeful blades. Terrified now by the wrath of Ysgramor and his last surviving son Ylgar, they fled to the mountains. Some lived on for centuries, but their numbers dwindled. In Solstheim, the great and noble Snow Prince himself fell before the axes of the north, after a long struggle. He was buried with honor for his valor, granted a barrow for his burial just as the great Nord heroes were given. As the Snow Elves were defeated again and again, it soon came to be that only the habitations of Man, and the underground cities of the Dwarves, remained in the lowlands.&lt;br /&gt;
&lt;br /&gt;
As Ysgramor&#039;s armies conquered the lands to the west, one by one the heroes settled down, followed by many others coming from Atmora. In the heart of the lowlands, beneath the Throat of the World, that great mountain atop which Kyne had breathed life into the first man and woman, Jeek of the River found a great forge, indestructible, above which towered a great statue of an eagle. This statue was considered by the Snow Elves a divine relic, and thus they never would ascend the hill on which it stood. Jeek saw it therefore as a gift to him from the gods; he claimed the forge for itself, naming it the Skyforge in honor of Kyne&#039;s great power. There his smiths went to work, and forged blades and armor of wondrous power. Jeek and many of the Companions thus chose to settle at this place, and upon the hill built the great mead-hall Jorvasskr, named for the ship they had made their journey on. It was here that the Companions of Ysgramor all came to live, even after the death of their founder, for the many eras to follow. And around the hall many tradesmen and farmers settled, and named the town Whiterun.&lt;br /&gt;
&lt;br /&gt;
Many other Companions, their sagas too many to name, set sail once more, journeying in their longships to all the lands of the earth: Yokuda, the land of dark-skinned men, in the west, Resdayn in the east, and the lands of the elves and beast-folk in the south. This knowledge was returned to Ysgramor. Ysgramor ruled his kingdom for many years, and it prospered; he made a written language for his people, and built many other cities. But he was still mortal. After all those many years he died, to feast and do battle forever in the great mead-hall of Shor. Ylgar reigned as High King in his place, but the Companions never called another man their leader. The land he conquered, Mereth to the elves, became known as Skyrim, the newfound homeland of mankind. As the Nedes migrated to many other parts of Tamriel, and the men of Yokuda came across the sea to the lands west of Skyrim, those who remained in the north became known as the Northmen, or Nords. It is they who remained the true heirs to Ysgramor, and who forever remembered Ysgramor as the greatest hero of mankind.&lt;br /&gt;
&lt;br /&gt;
====The Dragon War====&lt;br /&gt;
&lt;br /&gt;
It was in the age of Ysgramor&#039;s sons that the Dragon Cult followed the travelers from Atmora to Skyrim. In the mountains of the east of the land dwelt the eyries of many great Dragons, the mightiest of which was Alduin World-Eater, firstborn of Akatosh, Bringer of End Times. It is he who had been prophesied to swallow the world into nothingness, and reigned as lord over all Dragons. But it is the desire of a Dragon to dominate all who are weaker than him; so it came to be that Alduin and his younger brothers, though sons of the time-god Akatosh, claimed to the Nords to be Akatosh himself in mortal form. The Dragon Cult raised up great and foul sacrifices to these Dragon tyrants, and in exchange were granted immortality, at the cost of the lives of their subjects. All Nords, once the most free of all men, a budding civilization, became slaves to the Dragon Cult and to Alduin&#039;s false claim to godhood. The Dragons held the power of the Thu&#039;um, or the Voice, the ability to through their breath and very words command reality to alter to their whim. No blade could slay that which could turn it to dust with a whisper, no armor could withstand that which could breathe engulfing flames down from the heavens. All Nords lived in misery, under the Dragon Cults and their puppet kings.&lt;br /&gt;
&lt;br /&gt;
But Shor and his wife Kyne could not suffer to see their children oppressed so. So Kyne, through divine wind, granted unto all mortals the power to use the Thu&#039;um too, should they exert themselves to do so with all their spirit. The great Dragon Paarthurnax, greatest of Alduin&#039;s lieutenants, scourge of mortals, performed an act of betrayal against Dragonkind, but an act of salvation for mankind; he showed those whose fathers he had once feasted upon how to use the Thu&#039;um, and taught them the sacred language in which it must be spoken. The power of the Dragons had been stolen by mortals. Mankind rose up against the tyranny of the Dragon Cult, slaying them and all those who still worshiped the Dragons, and through the power of the Thu&#039;um cast the Dragons down from the sky and slew them.&lt;br /&gt;
&lt;br /&gt;
But Alduin would not be put down with ease. Every Dragon the heroes slew, he shouted back to life with the Thu&#039;um. Every hero who challenged him, he shouted to ashes. None could withstand his power. Yet he was banished to the aether by a means long forgotten; some say he was slain, but he was a god all along, and thus lived on. Others say he was caught up in his own prophecy, written for him in the Elder Scrolls. But all Nords fear that one day he may return, to bring about the end times.&lt;br /&gt;
&lt;br /&gt;
[[Image:Alduinswall.jpg|thumb|700px|center]]&lt;br /&gt;
&lt;br /&gt;
From these ruins was Skyrim rebuilt. The line of Ysgramor was no longer held back by the tyranny of Dragons, and was restored to its former glory. The many Jarls of those who had risen up returned to their people, and declared them free. But those who had sided with the Dragons and had fallen in battle were not allowed into Sovngarde by Shor, but rather forever wandered the land as the Draugr, the restless dead.&lt;br /&gt;
&lt;br /&gt;
====The Rise of Mankind====&lt;br /&gt;
&lt;br /&gt;
So it came to pass that Skyrim grew in size, expanding across many conquered lands, battling treacherous Elves and brute monsters in a never-ending struggle against the perils of the world. Too many glorious tales to name can be sung of this age; for the ancient art of song, that blessed wind of Kyne, was only made more noble when the power of the Thu&#039;um was given to the Nords. For they knew that their very life&#039;s breath allowed to them to slay Dragons and grant them strength. It was breath and speech that granted them life in the mortal world, and even after their departure to Sovngarde, their deeds lived on through the songs breathed by others.&lt;br /&gt;
&lt;br /&gt;
King Harald, 13th of the line of Ysgramor, completed this conquest. The long war against the Snow Elves ended after many centuries, when Harald defeated them once more. The Snow Elves were never seen again; many say that the Nords massacred them in cruel brutality, others say that those few that remained intermarried with Nords or with other elves, and faded into memory. But little trace that such a glorious and proud civilization had ever existed remained in the land; soon they became a myth, a superstition, a child&#039;s tale.&lt;br /&gt;
&lt;br /&gt;
It was around this time that in the south, the humans whose ancestors had traveled to the jungle lands rose up against their Elven slavemasters and overthrew them, with the aid of the gods and many Nordic warriors. An empire for mankind had been founded in the heart of Tamriel. King Vrage, too, formed an empire of his own, taking the Western Reach, the crags to the west of Skyrim, and attacking the Elves in Resdayn to the east.&lt;br /&gt;
&lt;br /&gt;
====The Wars of Succession====&lt;br /&gt;
&lt;br /&gt;
High King Borgas was the last known descendant of Ysgramor&#039;s line. A century after the conquests of Vrage, Borgas died, causing the Jarls of Skyrim to convene in the Moot to determine the new High King. A bloody quarrel arose, and Skyrim fell into civil war. At this time, it lost control of Morrowind and the Western Reach. Chaos reigned throughout the land, with brigandry and the predations of the last few remaining dragons running rampant. The warrior Olaf One-Eye, the ruler of Whiterun, was named High King by Pact of the Chieftains after his capture and imprisonment of the particularly infamous dragon Numinex. But the borders of Skyrim had shrunk considerably over the past hundred years of conflict.&lt;br /&gt;
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It was in this age that great Wulfharth arose, a mighty Tongue, whose Thu&#039;um was so strong that he could not speak without unleashing it. He was Dragonborn, possessing the gift a Dragon&#039;s soul, the same that Alessia and her line bore. He was the Shezzarine, the champion of Shor through whom mighty Shor could influence the world of mortals. When the last of Olaf&#039;s line fell in battle against the Alessian Empire, he was named High King. He purged the land of the influence of Alessia&#039;s line, putting to death all priests who worshiped the gods in the manner of the men of the south. Through the Thu&#039;um he saved his people from many perils, and led them to battle to come to the aid of the Dwarves and reclaim Resdayn from the Elves; for there it was said that Shor&#039;s heart itself beat within a great mountain of fire. But his armies were scattered before the power of Nerevar, an Elven hero bearing the blessing of the mysterious gods Azura, Boethiah and Mephala. He fell in battle at long last, but his name would be remembered for all time.&lt;br /&gt;
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Soon after this day, the Dwarves disappeared in circumstances shrouded in mystery. Only the Nords remained from among the civilizations that had once inhabited Skyrim.&lt;br /&gt;
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====The Golden Age of Skyrim====&lt;br /&gt;
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Skyrim grew in might, her heroes of old not forgotten in their sacrifices. Through the ages, the Nords of Skyrim retained the old ways of the Nedes, although mixed at times with the more cosmopolitan habits of their kinsmen the Imperials. At various times they served the various iterations of the Empire, and at other times were independent. The tales of this time are endless in number. As long as could be dreamed of, the common people of Skyrim, free from Elvish tyranny, toiled hard in their fields, drank hard in their mead halls, and fought hard on the field of battle. &lt;br /&gt;
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It was at this time, though, that the Thu&#039;um began to be lost as an art and as a weapon. Jurgen Windcaller was the mightiest of the Tongues in the First Era, his power over the Thu&#039;um unmatched. He shouted his enemies into defeat battle after battle, but grew tired of the slaughter after many years. Upon the defeat of King Wulfharth at Red Mountain, Jurgen began to wonder if the Thu&#039;um was truly a tool meant to be used freely, or merely a gift for the worship of the gods, only to be used for harm in the darkest of times. He pondered this for years, and at last proclaimed that the Thu&#039;um should not be used as a weapon, but only as a means of rendering praise to Kyne. The other Tongues challenged him over this; he swallowed their Shouts, and forced them into submission. The Tongues of Skyrim formed the Order of the Greybeards, living as monks atop the Throat of the World, and ceasing to use their power in battle.&lt;br /&gt;
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But the power of the Thu&#039;um was far from becoming a myth. For a hero arose in the Second Era, Talos, a master of its art both in battle and in worship.&lt;br /&gt;
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Talos was said to be born in Falkreath, the densely forested land in the south of Skyrim. As a general to Cuhlecain, he led the armies of Falkreath to victory against Cuhlecain&#039;s rival Jarls and the Bretons of High Rock. Upon Cuhlecain&#039;s death, he took control of the armies, and conquered all of Tamriel through the Power of the Thu&#039;um. For Shor dwelt within his heart, and even in life he reached nigh-omnipotence, shouting all the jungles of the Niben into a temperate forest, that Man might be able to tame lands they could not touch before. He crowned himself Tiber Septim, Dragonborn Emperor of Cyrodiil, and upon his neck took up the amulet of kings. He was Ysmir, Dragon of the North, Nord hero in the ways of old, conqueror of all Tamriel. Talos founded the College of the Voice in his age, so that the art of the Thu&#039;um might be preserved for later eras. So great was his power that upon his death, he did not merely take a place in Sovngarde, but took up Shor&#039;s missing place on the Wheel of Existence itself. Talos became a living god, wielding eternal powers to protect mankind wherever Shor, as ruler of the dead, could not. It was this act that tied mankind forever to the stars, making them equal in divine power to the Elves.&lt;br /&gt;
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As the heart of Talos&#039; empire, Skyrim prospered, its people more affluent than their ancestors could ever imagine. Much evil arose in it, however; the madness of Pelagius, onetime Jarl and eventually an Emperor, and the reign of the witch-queen Potema. The decadence and corruption of the Empire had come to Skyrim.&lt;br /&gt;
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====The Fall of The Third Empire====&lt;br /&gt;
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But this era, the Third Era, came to an end. The hordes of the demon Mehrunes Dagon burnt it to ashes, and much of it splintered. Skyrim remained loyal, however, its armies fighting to protect Talos&#039; legacy to the end. But as the last of the Dragonborn sacrificed himself to summon Akatosh himself to stop Dagon&#039;s rampage, the line of Talos withered away, the College of the Voice made no more. The Thu&#039;um was lost, and the Nords were left in a decadent and slowly dwindling Empire, with no hero to lead them to battle.&lt;br /&gt;
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A death knell was tolled when the Elves of Summurset Isle broke away from the Empire. Led by an order of mages known as the Thalmor, they took up the task of undoing the work of Shor, and destroy the world, and even the very possibility of mankind&#039;s existence, in hopes of attaining godhood. They made war upon the Empire, and forced the weak Emperor into submission. &lt;br /&gt;
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====The Coming of the World-Doom====&lt;br /&gt;
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[[Image:Civil war skyrim 001.jpg|thumb|400px|right]]&lt;br /&gt;
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The worship of Talos was forbidden by the Thalmor on pain of a slow death, and Elvish agents were sought to root it out wherever they might find it. These forces formed a secret police, scouring Skyrim for any who might still bear loyalty to the god-hero.&lt;br /&gt;
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The Nords bore this oppression for decades. But many could not stand for long to watch their people, once free, forcibly marched along the path to extermination. With fiery words, the Prophet of Talos, Heimskr of Whiterun, preached day and night, protected by the gods alone as he spoke the truth aloud. Many others, too, plotted against the Thalmor in secret, even though doing so would put their lives and those of their loved ones at stake.&lt;br /&gt;
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Among these was the Jarl of the East March, Ulfric Stormcloak. A former soldier for the Empire taken prisoner by the Thalmor, he vowed to one day destroy them. Many battles he fought to reclaim the Western Reach for the Nords, that he might be granted freedom to worship Talos as a reward, but he was betrayed. All around him, others cowered in fear of the Thalmor and the Imperial Legion. Ulfric challenged the young High King Torygg to combat by champion in the city of Solitude, invoking the ancient power of the Thu&#039;um in honor of Talos and his ancestors. He slew the Imperial puppet king, and fled eastwards. Ulfric rose up in rebellion with the armies of half of Skyrim in the name of Talos, against the remnant of the very empire that Talos had created.&lt;br /&gt;
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Ulfric&#039;s rebels met swift defeat at the hands of the Imperial Legion, near the village of Helgen. At the day of his execution, a strange roar was heard in the sky. A terrible creature descended from the skies upon the village, destroying it with its voice. In the midst of the chaos, Ulfric&#039;s supporters entered the village, slaying many Imperial legionnaires and cutting loose his bonds. But the Nords looked into the sky in terror upon this day; for as mankind was plunged into civil war, as their ancient enemies the Elves plotted to blot their names from existence, the harbinger of the end had appeared before them. Alduin had returned.&lt;br /&gt;
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===The Geography of Skyrim===&lt;br /&gt;
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[[Image:Skyrim-Bear-Mammoth.jpg|thumb|400px|right]]&lt;br /&gt;
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Skyrim is a vast and wild land, even after millennia of civilization. While great kingdoms rise in the valleys, strange creatures of all sorts lurk in the tundra and on the icy peaks of the towering mountains: trolls, frost giants, and even the deathly-cold Ice Wraiths against whom success in battle is considered the mark of a true warrior. The heights are covered in snow all year round, and summers are short in the northern climes. Icebergs dot the seas that the great longships and trading vessels navigate, and tales of great krakens and world-serpents lurking beneath the endless ice-filled waves, preying on those who would sail too far north, are told in hushed voices in the inns of the coastal villages.&lt;br /&gt;
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The central lowland is the heart of Skyrim, where Whiterun and Windhelm were built long ago. High above towers the Throat of the World, and the fortress High Hrothgar, where the few Greybeard monks practice the Thu&#039;um even in an era of its decline. To the east lies the Rift, a vast deciduous forest, and to the west Falkreath Hold, where the conifers grow. Along the northern coast of the land, beyond the northern mountains, are on one end Haafingar, or Solitude, and Winterhold. These two cities have grew rich during the Third Empire through trade, although Winterhold more recently suffered a great decline after a mysterious disaster believed to be caused by the local College of Magic. Solitude, on the other hand, boasts the Bard&#039;s College, where the finest musicians in the world are trained in the art of poetry, song and the playing of various instruments.&lt;br /&gt;
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The Western Reach, on the border of High Rock, Skyrim and Hammerfell, has long been a disputed land. The Nords have laid claim to it many times, but the barbarian Reachmen, hill tribes known to practice strange witchcraft, have often fought to the death over control of its rich natural resources and authority over the region.&lt;br /&gt;
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===The People of Skyrim===&lt;br /&gt;
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[[Image:Beth blog 7.jpg|thumb|400px|left]]&lt;br /&gt;
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The people of Skyrim are of a hardy temperament. Long have they fought the land and the long winters to survive. Nordic culture is full of many traditions, and the people are known to be hard-working, skilled at craftsmanship and seamanship. Nords have a strongly independent nature to their ways, valuing individual virtue and ability. They prefer strong ale, mead and roasted meat to all other forms of sustenance, mocking those who would drink milk or water instead. Life can be hard, but the Nords drink, tell long tales and make merry to music through it all.&lt;br /&gt;
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Magic is distrusted by Skyrim&#039;s commoners. Magic is the tool of Elves, of witches, and of all others who would deceive or steal the souls of the innocent. The wilds of Skyrim have long been filled with rogue conjurers, vampires and foul enslavers of the long-dead, preying on lost travelers for nefarious reasons. Magic is therefore practiced and studied when necessary by the Nords, but the most valiant warriors of Skyrim generally prefer the free form of the Thu&#039;um over the regimented Schools of Magic practiced by Elves; the power of the Voice, honed in the old Nordic way, is far more difficult to use for treachery than the power of sorcery.&lt;br /&gt;
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Skyrim is often organized into nine Holds. Each Hold is essentially an independent kingdom under the rule of a Jarl, but each is also privy to the High King and to the Emperor. The Jarls are expected to rule their Holds, protect the liberties of their subjects granted to them by custom, bestow honors upon those deserving of them, and lead their people into battle should the need arise. The Jarls live in longhouses or in grand halls, and many nights a year hold great feasts for their most honored kinsmen and warriors. Those at the feasts often partake in contests of strength and drinking, and boast and taunt one another in their valor, all to the echos of the songs of bards around the roaring hearth. It is often at these times that a Jarl might bestow upon his men many gifts of fine weapons, strong armor and worthy titles. Among his councilors are the Carls, advisors and battle leaders, and a band of warriors serving as personal guards, the Housecarls. The most important individual soldiers in the Hold are granted the title of Thane; these warriors act as diplomats and champions for the Jarl&#039;s army. The title of Jarl is hereditary, usually through the male line(although not always, such as is the case in Hjaalmarch). The acquiring of the other titles vary from Hold to Hold, as many of each Hold&#039;s customs, organization and laws are unique; the title of Thane is always granted to the most honored of warriors, however.&lt;br /&gt;
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The common people of Skyrim are at times called yeomen, or bondis. They are free under the law, but as could be expected must pay taxes to finance the Jarl, his court and his armies. In times of war, the elders of villages and the Carls are responsible for mustering an army from the commoners, whether by persuasion or conscription. It is the duty of a commoner to fight for their Jarl in times of war; this duty is often taken up willingly, out of the desire to seek glory and fame. But it is also for the protection of their land, their people and their way of life as free men that many Nords have fought over the ages, be it against Elvish tyrants, hordes of monsters come to pillage their farms, or even against their own rulers in times of dark oppression.&lt;br /&gt;
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It is a reckless life that many Nords are bound to. Bravery and perseverance are seen as indispensable virtues in such a land as Skyrim, and death is an accepted part of life. For if a Nord proves himself honorable and heroic in life, he will be rewarded in death with an eternity in Sovngarde, the Mists of the Slain, the Hall of Valor. It is here that many Nords spend their entire lives trying to reach, a journey to find its mythic gate. For only the worthy may enter the Hall of Shor.&lt;br /&gt;
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Nordic religion is very similar to the Imperial religion of the Divines, being the ancestral religion from which the Cult of the Eight and One sprang. It is perhaps centered around Shor, Kyne/Kynareth and Talos, however, more than Akatosh; for after the defeat of the Dragon Cult, many Nords came to fear the Dragon of Time, believing such a being to be either Alduin in disguise, or else, seeing the reverence of the Elves towards Auri&#039;el, a friend of Elves rather than of man. The consolidation of human religion towards the Divines in the early First Era was thus met with resistance by some Nords, King Wulfharth being a prime example. The Nords also are known to call upon in battle the lesser gods who form the court of Shor, such as his Shield-Thane Tsun, Guardian of the Hall. The religion of Skyrim is thus essentially the same as that of the Imperial Province, but with less organization, and greater emphasis on the gods who have in the past shown special favor to mankind.&lt;br /&gt;
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It is the armies of Skyrim that show the true face of their ways; fearlessness of death, honor in life. The Nords have long held against Elves, Orcs, Giants and countless other foes, and it is of these brave men that the bards sing songs in the mead-halls: these paragons of what it means to be a Son of Shor.&lt;br /&gt;
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The following rules tell of how to field an army of Nords in [[Scrollhammer]].&lt;br /&gt;
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==General Rules==&lt;br /&gt;
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[[Image:Nord1.jpg|thumb|400px|right]]&lt;br /&gt;
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Hale and Hardy:&lt;br /&gt;
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The Men of the North value martial prowess and bravery in battle. Born into a frozen and dangerous realm, many Sons of Skyrim have fought since a young age, and long for a glorious death. Pain and fear are trivial. All Nord models in armies created using this list have the Stubborn universal special rule, and have increases to their base Strength and Toughness included in their profiles.&lt;br /&gt;
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Bards:&lt;br /&gt;
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To speak a wondrous tale, to breathe the past deeds of ancient heroes, is among the finest arts of the Nords. The Bard&#039;s College in the city of Solitude educates young Nords in music, song and history. Those who learn well earn an honored place in their Hold, and in times of war are able to provide inspiration to those who fight alongside them. Bards count as being Musicians, but in addition to this may choose a Song from the Bard list. Once per game, at the beginning of your turn, a Bard may invoke his Song, granting his unit a special rule until the beginning of your next turn.&lt;br /&gt;
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===Mighty Deeds===&lt;br /&gt;
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The heroes of Skyrim and their sagas are without number. Countless seasoned warriors aspire to attain such glory. To represent the feats of battle that a Nordic warrior performs, and the legend which he hopes to forge, many a variety of characters and units in the Holds of Skyrim army have a bonus special ability of your choice, in addition to their other, fixed abilities. An Independent Character only gets bonuses from his own Mighty Deeds, not those of the unit he is attached to. Mighty Deeds are taken as part of your army list like any other upgrades.&lt;br /&gt;
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The following lists contain the Mighty Deeds available to a single character as well as those available to a unit, where called for by their entry in the army list. The Bards list contains a list of Songs that a Bard can invoke, to grant his unit an additional special rule until the beginning of your next turn.&lt;br /&gt;
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====Heroes====&lt;br /&gt;
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Bear of a Man: This warrior possesses incredible strength. His Strength is increased by 1.&lt;br /&gt;
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Feller of Giants: Sagas are already being written and sung concerning the countless towering monsters that this man has slain. This model has the Monster Hunter special rule, and his melee attacks have Heroic Killing Blow.&lt;br /&gt;
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Free of Cowardice: Some men fight until they know all hope is lost. Others fight on, despite impossible odds. This character is Fearless, and his unit may re-roll failed saves against No Retreat wounds.&lt;br /&gt;
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Never Back Down: Blows that would cripple a lesser man are shrugged off as scratches by those marked for great things. A character with this Mighty Deed has the Feel No Pain universal special rule.&lt;br /&gt;
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No Arrow Could Touch Him: Countless heroes have fallen to the bows of ordinary men. But many, at the height of their glory, charge on, great figures on both sides dying around them, and do not pause until their blades reach the throats of their foes. A character with this Mighty Deed may re-roll failed armor and cover saves against all attacks outside of close combat.&lt;br /&gt;
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Skilled Hunter: The pursuit of wild game to feast upon is a timeless interest of almost all Nords. Such practice often comes to aid them in battle. A warrior with this ability may re-roll failed wounds against creatures with Bestial Instinct, and instead of shooting normally during the shooting phase, he make a special ranged attack, shooting a ranged weapon(but not a spell or shout) at Move or Fire 1. This shot has the Heroic Killing Blow special rule.&lt;br /&gt;
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Son of the Sky: This warrior&#039;s attacks fall upon his foes like a torrent of hail and thunder. He gets +1 on all his rolls to hit(a roll of 1 still always fails).&lt;br /&gt;
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Sovngarde Awaits: The wind that flows within some men cannot be expelled with ease. When at long last they fall, it is a momentous occasion. If a character with this Mighty Deed is slain in close combat, he immediately makes additional attacks equal to his normal number with whatever weapons he has equipped. These attacks are resolved after all other attacks are resolved in the combat.&lt;br /&gt;
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Strong Will and Stout Heart: A Nord bearing an honest, indomitable spirit can endure, bent but not broken, against whatever lies are thrown at him by his enemies to control him. His Leadership is increased to 10, his unit is immune to Fear and Terror, and he may re-roll all Leadership checks except for Shout tests and tests taken for his entire unit.&lt;br /&gt;
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Unstoppable Fury: This warrior is always first into battle, far ahead of his men, hewing his foes to pieces no matter the odds. He has the Frenzy special rule, and gets an additional +1 attack to his charge bonus.&lt;br /&gt;
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====Warriors====&lt;br /&gt;
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Battle Rage: This band of warriors are known for exceptional ferocity in battle. They have the Furious Charge universal special rule, and their close combat attacks strike with +1 AP for each point of Strength they have over 4(not counting bonuses from wargear).&lt;br /&gt;
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Cleaving Blows: A weapon deemed too cumbersome for use by an elf can be wielded as easily as a dagger in the hands of a seasoned Nord warrior. A unit with this Mighty Deed do not treat Great Weapons as Unwieldy or Very Unwieldy. In addition, their attacks with Greatswords and Battle Axes are Rending.&lt;br /&gt;
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Fight All Our Lives: The bravery of the men of the North is legendary. To live in Skyrim&#039;s harsh land is to endure endless hardship. It is those who do not fear death who are remembered. A unit with this Mighty Deed that is falling back may automatically regroup at the beginning of your turn when it would be allowed to do so normally. Any Independent Character with this ability may choose to not flee with the unit they attached to, and may rally on their own regardless of whether or not their unit can or does. If the Independent Character does not have this ability, he must continue to flee even if the unit rallies. Any unit or model that rallies in this manner gains the Counter-Attack universal special rule until the beginning of your next turn.&lt;br /&gt;
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North Wind: The passion of a Nord in battle is exceeded only by that of a madman. A unit with this ability have the Counter-Attack universal special rule, and gets an additional +1 attack to their charge bonus.&lt;br /&gt;
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Out of the Mists: Legends tell of hordes of men, beards white as snow, coming forth from the cloudy mountains and descending upon their foes. The rocky cliffs and bluffs of Skyrim are known at heart by their inhabitants. Woe betide those who would invade the homeland of Man. A unit with this Mighty Deed have the Move Through Cover special rule, the Stealth(+1) special rule, and treat difficult terrain as open ground while charging(roll for dangerous terrain as normal).&lt;br /&gt;
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Resilience: Some soldiers of the Holds of Skyrim are blessed or conditioned to have great endurance. A unit with this Mighty Deed is not Encumbered by their armor(see the Scrollhammer rulebook).&lt;br /&gt;
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Shield-Brothers: A Nord&#039;s companions in battle are as siblings to him, his closest friends with whom he feasts all winter, and fights alongside when the spring comes and the snow thaws in the lowlands, protecting them with his life while at the same time fighting for his own glory. Models with Shields in a unit with this ability gain an additional +1 to their armor save in close combat, while at least 75% of the models in the unit carry shields and the unit remains at 75% or more of their original number. The unit gets +1 to combat resolution while the unit remains at 75% or more of their original number(neither of these bonuses are cumulative for multiple friendly units in a single combat). Independent Characters with this ability must be attached to a unit containing at least one model that is not another Independent Character to gain either bonus.&lt;br /&gt;
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Sudden and Deadly: The wilds of Skyrim are rife with places for ambushes. A unit with this Mighty Deed may be Infiltrated. Any Independent Characters attached to it while being Infiltrated must also have Sudden and Deadly as a Mighty Deed, and may only use this Mighty Deed to Infiltrate with a unit that has this Mighty Deed.&lt;br /&gt;
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====Bards====&lt;br /&gt;
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Note: Multiples of the same song activated in the same turn do not stack on one unit.&lt;br /&gt;
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Song of the Hero&#039;s Charge: The bard sings of a glorious battle, inspiring those near him. All models in the Bard&#039;s unit get +1 WS until the beginning of your next turn after this Song is invoked.&lt;br /&gt;
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Song of the Hero&#039;s Stand: The bard reminds those by his side of how an ancient hero held out against all odds. All models in the Bard&#039;s unit cannot have their armor save reduced to worse than 6+ until the beginning of your next turn after this Song is invoked.&lt;br /&gt;
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Song of the Hero&#039;s Fall: The bard tells the warriors of an honored hero who fell bravely in battle and passed on to Sovngarde, urging them to gladly make sacrifices if they must. His unit is Fearless until the beginning of your next turn after this Song is invoked.&lt;br /&gt;
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Marching Song: The Bard&#039;s song keeps time to aid the movement of his men across the battlefield. His unit may march an additional 3&amp;quot; this turn, as long as they march through open terrain. If they do this, they may not begin or end their march within 9&amp;quot; of an enemy unit.&lt;br /&gt;
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Sword Song: The bard recounts the tale of the forging of a blade of fantastic powers, and that weapon&#039;s name enters the battle-cry of the warriors around him. All the Bard&#039;s unit&#039;s non-spell weapons gain +1 AP until the beginning of your next turn after this Song is invoked.&lt;br /&gt;
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The Dragonborn Comes: The Bard sings a battle-song famed across all of Skyrim. His unit may re-roll failed Morale checks and Shout tests until the beginning of your next turn after this Song is invoked.&lt;br /&gt;
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==Army List==&lt;br /&gt;
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A Holds of Skyrim army uses the following list:&lt;br /&gt;
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Heroes: 0-1 Jarl, Holdcarl, Thane. 2 extra Thanes may be taken in addition to your other Heroes. 0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner).&lt;br /&gt;
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Core: Hold Guard, Huntsmen&lt;br /&gt;
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Elite: Honored Veterans, Warrior Clans, Horse-Veterans&lt;br /&gt;
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Support: Hold Riders, Wandering Bard, Thaumaturgist, Tongue, Catapult&lt;br /&gt;
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===Heroes===&lt;br /&gt;
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====Jarls and Holdcarls====&lt;br /&gt;
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[[Image:Jarl.jpg|thumb|400px|right]]&lt;br /&gt;
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Every Nordic hold is ruled by a Jarl. The Jarls are a hereditary nobility, often tracing their lineage back to the time of Ysgramor. Many of the noble clans of Nords have produced Jarls, be it through intermarriage, conquest or direct descent, throughout the ages. Some Jarls are wastrels and fools; others know better, truly understanding that they are meant to lead. Jarls and their most prominent Housecarls, sometimes known as Holdcarls, are thus often found on the field of battle, commanding their people to feats of glory, having spent their entire lives training for war. Wielding the strongest weapons they can, they lead by example as an unstoppable force, first in the charge to cleave their foes asunder, and last in the retreat should the battle run foul. An exemplar Jarl inspires his people who follow him to battle toward similar bravery, through the strength of his own arms.&lt;br /&gt;
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Jarl: 135 pts&lt;br /&gt;
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Holdcarl: 100 pts&lt;br /&gt;
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Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. You are limited to 0-1 Jarls in your army. A Jarl or Holdcarl may take a retinue of up to 3 Housecarls, for +20 pts per model. An army containing a Jarl may elect to take a single unit of Honored Veterans as a Core unit if the Jarl is on foot, or Horse-Veterans if he is mounted.&lt;br /&gt;
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25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Jarl&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| Holdcarl&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear: Great Weapon, Hand Weapon, Scaled Mail&lt;br /&gt;
&lt;br /&gt;
Spells: None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: A Jarl or Holdcarl must choose one Mighty Deed from the Heroes list and one from the Warriors list.&lt;br /&gt;
&lt;br /&gt;
Leader of Men: Friendly units within 6&amp;quot; of a Jarl or Holdcarl who is not fleeing may use his Leadership for all morale tests they make.&lt;br /&gt;
&lt;br /&gt;
Legacy of Kings: Once per game, while your Jarl is alive, you may choose to have a Bard invoke his Song for an additional turn(the turns need not be consecutive).&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may replace his Great Weapon with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Poleaxe or Spear (free)&lt;br /&gt;
&lt;br /&gt;
*Bow or Short Bow(free)&lt;br /&gt;
&lt;br /&gt;
*Second Hand Weapon or Shield(free)&lt;br /&gt;
&lt;br /&gt;
He may replace his Hand Weapon with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Dagger +1 pts&lt;br /&gt;
&lt;br /&gt;
*Spear +4 pts&lt;br /&gt;
&lt;br /&gt;
*Shield +6 pts&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may replace his armor with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +12 pts&lt;br /&gt;
&lt;br /&gt;
*Nordic Relic Armor +24 pts&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may upgrade any number of his one-handed weapons to the following:&lt;br /&gt;
&lt;br /&gt;
*Glass +4 pts per weapon&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +8 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may upgrade any number of his two-handed weapons to the following:&lt;br /&gt;
&lt;br /&gt;
*Glass +6 pts per weapon&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +10 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may upgrade one of his weapons to the following:&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted +8 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts.&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may take the following special rule:&lt;br /&gt;
&lt;br /&gt;
*Tongue +20 pts&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl with the Tongue upgrade may purchase up to two of the following Shouts:&lt;br /&gt;
&lt;br /&gt;
*Throw Voice +8 pts&lt;br /&gt;
&lt;br /&gt;
*Unrelenting Force +10 pts&lt;br /&gt;
&lt;br /&gt;
*Whirlwind Sprint +10 pts&lt;br /&gt;
&lt;br /&gt;
*Razor Edge +12 pts&lt;br /&gt;
&lt;br /&gt;
*Elemental Fury +12 pts&lt;br /&gt;
&lt;br /&gt;
*Disarm +15 pts&lt;br /&gt;
&lt;br /&gt;
*Thunderous Siege +25 pts&lt;br /&gt;
&lt;br /&gt;
*Swallow Shout +25 pts&lt;br /&gt;
&lt;br /&gt;
A Jarl or Holdcarl may be given a Guardian Stone Blessing for +10 pts.&lt;br /&gt;
&lt;br /&gt;
A Holdcarl may take up to 60 pts of magic items from the armory where appropriate. A Jarl may take any number of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
====Thane====&lt;br /&gt;
&lt;br /&gt;
[[Image:Hos thane.jpg|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Thanes serve as the champions of Holds. Once a title given to the finest of a Hold&#039;s muster, Thanehood in the age of the Empire often serves as merely an honorary title. Those who earn their title through feats of courage, however, are still found in those Holds that still stand true to the Nordic ways. A Thane&#039;s duty is to live a good life in times of peace, and be the figure who leads the Jarl&#039;s army in times of war. Regardless of the practicality of their appointment, they are largely independent figures, expected to act with individual initiative and self-reliance in their dealings for the Hold. It is therefore the Thanes who aspire to and often receive the highest battle-honors, who are the epitome of what it means to be Nord warrior.&lt;br /&gt;
&lt;br /&gt;
75 pts&lt;br /&gt;
&lt;br /&gt;
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. You may take up to two Thanes in your army as fourth and fifth Hero choices. No two Thanes in your army may have the exact same combination of equipment, Shouts and upgrades, or of Mighty Deeds. A Thane may take a single Housecarl bodyguard for +20 pts.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Thane&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear: Great Weapon, Hand Weapon, Scaled Mail.&lt;br /&gt;
&lt;br /&gt;
Spells: None.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: A Thane must choose one Mighty Deed from the Heroes list and one from the Warriors list.&lt;br /&gt;
&lt;br /&gt;
A Thane may replace his Great Weapon with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Poleaxe or Spear (free)&lt;br /&gt;
&lt;br /&gt;
*Bow or Short Bow(free)&lt;br /&gt;
&lt;br /&gt;
*Second Hand Weapon or Shield(free)&lt;br /&gt;
&lt;br /&gt;
He may replace his Hand Weapon with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Dagger +1 pts&lt;br /&gt;
&lt;br /&gt;
*Spear +4 pts&lt;br /&gt;
&lt;br /&gt;
*Shield +6 pts&lt;br /&gt;
&lt;br /&gt;
A Thane may replace his armor with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +12 pts&lt;br /&gt;
&lt;br /&gt;
*Nordic Relic Armor +24 pts&lt;br /&gt;
&lt;br /&gt;
A Thane may upgrade any number of his one-handed weapons to the following:&lt;br /&gt;
&lt;br /&gt;
*Glass +4 pts per weapon&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +8 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Thane may upgrade any number of his two-handed weapons to the following:&lt;br /&gt;
&lt;br /&gt;
*Glass +6 pts per weapon&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +10 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Thane may upgrade one of his weapons to the following:&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted +8 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Thane may take the following if he does not take a magic helm:&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Cowl +6 pts&lt;br /&gt;
&lt;br /&gt;
A Thane may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts. If so, he may take a Lance for +10 pts.&lt;br /&gt;
&lt;br /&gt;
A Thane may take the following special rule:&lt;br /&gt;
&lt;br /&gt;
*Tongue +15 pts&lt;br /&gt;
&lt;br /&gt;
A Thane with the Tongue upgrade may purchase up to two of the following Shouts:&lt;br /&gt;
&lt;br /&gt;
*Throw Voice +8 pts&lt;br /&gt;
&lt;br /&gt;
*Unrelenting Force +10 pts&lt;br /&gt;
&lt;br /&gt;
*Whirlwind Sprint +10 pts&lt;br /&gt;
&lt;br /&gt;
*Razor Edge +12 pts&lt;br /&gt;
&lt;br /&gt;
*Elemental Fury +12 pts&lt;br /&gt;
&lt;br /&gt;
*Disarm +15 pts&lt;br /&gt;
&lt;br /&gt;
*Thunderous Siege +25 pts&lt;br /&gt;
&lt;br /&gt;
*Swallow Shout +25 pts&lt;br /&gt;
&lt;br /&gt;
A Thane may be given a Guardian Stone Blessing for +10 pts.&lt;br /&gt;
&lt;br /&gt;
One Thane may bear the army&#039;s Battle Standard for +35 pts, if the army contains another Hero choice.&lt;br /&gt;
&lt;br /&gt;
A Thane may take up to 60 pts of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Court Wizard====&lt;br /&gt;
&lt;br /&gt;
The use of magic is a subject not without interest in Skyrim. The secretive College of Winterhold provides instruction in the classical magic tradition to any Nords willing to learn such arts. Within the College&#039;s walls, dark secrets of Necromancy are often exchanged among wizards and their apprentices. And in the wilds, far from the vestiges of civilization, demon worshipers and hags perform unthinkable and savage rituals. It is from this dangerous abuse of magicka, this black sorcery, that many Nord villagers and common soldiers come to distrust magicians and their trade.&lt;br /&gt;
&lt;br /&gt;
But magic is not without its uses. Every Jarl employs several wizards to provide counsel at his court, granting him access to and basic understanding of the nature of magicka. Court wizards often prefer to be neutral to political issues, especially those occurring between Holds, but it is not without precedent that a wizard might offer or be required to give magical support to his Hold&#039;s muster in time of need.&lt;br /&gt;
&lt;br /&gt;
50 pts&lt;br /&gt;
&lt;br /&gt;
0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord, Single Model. A Court Wizard may take a single Housecarl bodyguard for +20 pts.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Court Wizard&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 5(6)&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Dagger, Adept&#039;s Robes&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
Bound Sword, Frostbite&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
A Court Wizard may take any number of following:&lt;br /&gt;
&lt;br /&gt;
*Wizard&#039;s Staff +5 pts&lt;br /&gt;
&lt;br /&gt;
*Shield +6 pts&lt;br /&gt;
&lt;br /&gt;
A Court Wizard may replace his robes with:&lt;br /&gt;
&lt;br /&gt;
*Light Mail (free)&lt;br /&gt;
&lt;br /&gt;
*Chain Mail +5 pts&lt;br /&gt;
&lt;br /&gt;
*Master&#039;s Robes +10 pts&lt;br /&gt;
&lt;br /&gt;
A Court Wizard may replace Bound Sword and/or Frostbite with another spell from the armory (that casts on 5+ or less to cast) for free.&lt;br /&gt;
&lt;br /&gt;
A Court Wizard may purchase an additional spell or replace Bound Sword and/or Frostbite with any spell for the following price:&lt;br /&gt;
&lt;br /&gt;
Any Alteration Spell +5 pts &lt;br /&gt;
&lt;br /&gt;
Any Bound Item Conjuration Spell +5 pts &lt;br /&gt;
&lt;br /&gt;
Any Restoration Spell +5 pts &lt;br /&gt;
&lt;br /&gt;
Any Mysticism Spell +10 pts&lt;br /&gt;
&lt;br /&gt;
Any Illusion Spell +10 pts&lt;br /&gt;
&lt;br /&gt;
Destruction spells cast on 13+ or less +10 pts &lt;br /&gt;
&lt;br /&gt;
Destruction spells costing 14+ mana +20 pts  &lt;br /&gt;
&lt;br /&gt;
Summon Flame Atronach (cast on 8+) +15 pts &lt;br /&gt;
&lt;br /&gt;
Summon Frost Atronach (cast on 12+) +30 pts &lt;br /&gt;
&lt;br /&gt;
Summon Storm Atronach(cast on 15+) +50 pts &lt;br /&gt;
&lt;br /&gt;
Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) &lt;br /&gt;
&lt;br /&gt;
A Court Wizard may take an Atronach Familiar(in addition to any spells). This grants him the ability to buy a fourth spell from his spell list, and a summoning spell, for a cost depending on the nature of the creature summoned:&lt;br /&gt;
&lt;br /&gt;
Summon Flame Atronach (cast on 8+) +51 pts &lt;br /&gt;
&lt;br /&gt;
Summon Frost Atronach (cast on 12+) +64 pts &lt;br /&gt;
&lt;br /&gt;
Summon Storm Atronach (cast on 15+) +80 pts&lt;br /&gt;
&lt;br /&gt;
See [[Scrollhammer: Daedra Cults]] for rules for Daedra.&lt;br /&gt;
&lt;br /&gt;
A Court Wizard may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarl must be mounted as well, for +8 pts.&lt;br /&gt;
&lt;br /&gt;
A Court Wizard may take a Guardian Stone Blessing for +10 pts.&lt;br /&gt;
&lt;br /&gt;
Court Wizards are occasionally recruited from the natives of other provinces, whether they be students at the College or perhaps representatives of the Mage&#039;s Guild. A Court Wizard&#039;s race may be changed to Imperial for free, to a Breton or a Dunmer for +5 pts, or to an Altmer for +10 pts. If he does so, he no longer has the Stubborn ability, except of course when attached to or protected by another model with that ability. If an Elf race was chosen, he has -1 Strength on his default profile.&lt;br /&gt;
&lt;br /&gt;
A Court Wizard may purchase any number of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Housecarls====&lt;br /&gt;
&lt;br /&gt;
[[Image:Beth blog 1.jpg|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
The Housecarls form the personal guard of a Hold&#039;s nobility. They are a military elite, taken from the finest warriors in the hold, sworn to fight alongside and protect the Jarl and his Thanes.&lt;br /&gt;
&lt;br /&gt;
Housecarls are not Hero choices in their own right, but may be taken as bodyguard upgrades for various models. Infantry, Nord. Unit size and formation are determined by what model they are attached to.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Housecarl&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Hand Weapon and Shield, Chainmail&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Bodyguard: &lt;br /&gt;
&lt;br /&gt;
Housecarls are always purchased along with an Independent Character. The Character and his Housecarls function together as a single Independent Character, except while he Character is in a challenge. Housecarls do not have the Precision ability, and cannot Look out Sir!, but may receive Look out Sir! hits, wounds and effects from the character they are protecting. &lt;br /&gt;
&lt;br /&gt;
A Housecarl adopts the unit size and formation of the unit he is attached to, and always functions as part of the Independent Character he is attached to(while remaining a separate model), with the exceptions described above. He does not benefit from the Mighty Deeds of the character he is attached to, other than Fight All Our Lives, Out of the Mists, and Sudden and Deadly. If the character he is attached to is a Bard, he still benefits from his Songs.&lt;br /&gt;
&lt;br /&gt;
Any number of Housecarls may replace their Hand Weapon with:&lt;br /&gt;
&lt;br /&gt;
*Spear +2 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of Housecarls may replace both hands with:&lt;br /&gt;
&lt;br /&gt;
*Great Weapon or Poleaxe +6 pts per model&lt;br /&gt;
&lt;br /&gt;
*Bow or Short Bow +2 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of Housecarls may replace their armor with:&lt;br /&gt;
&lt;br /&gt;
*Light Mail (free)&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +6 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of Housecarls may upgrade any number of their weapons to:&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +6 pts per weapon&lt;br /&gt;
&lt;br /&gt;
If the model protected by the Housecarls is mounted, each Housecarl must also be mounted for +8 pts each. A mounted Housecarl may take a Lance for +3 pts.&lt;br /&gt;
&lt;br /&gt;
Each Housecarl may take up to 15 points of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
===Core===&lt;br /&gt;
&lt;br /&gt;
====Hold Guard====&lt;br /&gt;
&lt;br /&gt;
[[Image:Hold guard.jpg|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Hold Guard are the common watchmen of Skyrim&#039;s cities and villages. The guards of Skyrim&#039;s towns are the first to be called upon in war; where they enforce laws and catch petty thieves in times of peace, they are ever prepared to raise their swords in times of war. The Hold Guard consist of a motly assortment of young men aspiring to make a name for themselves, conscripted thugs, burly farmers sharpening their pitchforks into spears, battle veterans recovering from knee injuries, and officials sent to uphold the Jarl&#039;s peace among the settlements. But whatever their background, they are all common folk already toughened by their past lives, ready to fight and earn a place in Sovngarde at a moment&#039;s call.&lt;br /&gt;
&lt;br /&gt;
8 pts per model. Core. Fight in Ranks, Infantry, Nord. 10-20 models per unit. &lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Hold Guard&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| Hold Sergeant&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Hand Weapon and Shield, Light Mail&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
The Hold Sergeant is a Character.&lt;br /&gt;
&lt;br /&gt;
The entire unit may:&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Hold Sergeant for +8 pts. &lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Standard Bearer for +6 pts&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Musician for +6 pts. The Musician may be further upgraded to Bard for +10 additional pts. The Bard knows one song from the list provided above.&lt;br /&gt;
&lt;br /&gt;
The entire unit may:&lt;br /&gt;
&lt;br /&gt;
*Upgrade their armor to Chainmail or Plate Armor for +2 pts per model&lt;br /&gt;
&lt;br /&gt;
The entire unit may replace both hands with:&lt;br /&gt;
&lt;br /&gt;
*Spear and Shield +1 pts per model&lt;br /&gt;
&lt;br /&gt;
*Bow or Short Bow +1 pts per model&lt;br /&gt;
&lt;br /&gt;
*Great Weapon or Poleaxe +3 pts per model&lt;br /&gt;
&lt;br /&gt;
The Hold Sergeant may upgrade his Light Mail to Scaled Mail for +3 pts, or upgrade his Chainmail to Scaled Mail for +1 pts. He may upgrade one of his weapons to Skyforge Steel for +5 pts. He may take up to 10 points worth of magic items where appropriate from the armory.&lt;br /&gt;
&lt;br /&gt;
====Huntsmen====&lt;br /&gt;
&lt;br /&gt;
Many Nords of Skyrim are drawn to the dangerous wilds at an early age. They live a simple life, as hunters, poachers, or serving as the Jarl&#039;s foresters. Skilled archers are a powerful tool in battle, as from the folk of the backwoods come the bravest and hardiest lot in all of Skyrim. It is thus a common sight for a company of archers to be recruited from these rugged individuals.&lt;br /&gt;
&lt;br /&gt;
9 pts per model. Core. Skirmish, Infantry, Nord. 5-15 models per unit.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Huntsman&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
| Huntmaster&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Short Bow, Dagger, Leather Armor&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Move Through Cover.&lt;br /&gt;
&lt;br /&gt;
One model per unit may be upgraded to Huntmaster for +15 pts. A unit containing a Huntmaster has the Scouts universal special rule.&lt;br /&gt;
&lt;br /&gt;
The entire unit may replace their Short Bows with:&lt;br /&gt;
&lt;br /&gt;
*Bows (free)&lt;br /&gt;
&lt;br /&gt;
*Javelins (free)&lt;br /&gt;
&lt;br /&gt;
*Crossbows (free)&lt;br /&gt;
&lt;br /&gt;
The entire unit may take Huntsman&#039;s Cowls for +2 pts per model.&lt;br /&gt;
&lt;br /&gt;
The Huntmaster may take up to 10 points of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Honored Veterans====&lt;br /&gt;
&lt;br /&gt;
The ranks of the armies of every Hold do not merely consist of commoners and watchmen called to war by the law of the fyrd, but also of the Jarl&#039;s own army, skilled warriors who have seen countless years of battle, yet have not yet reached the fated day when Shor&#039;s battle-wives choose them to join the slain in Sovngarde. These men are the core of a Jarl&#039;s forces, bands of brave men and fearsome berserkers who wear the scars and trophies of many victories. The warrior spirit of the Nords truly burns within their hearts.&lt;br /&gt;
&lt;br /&gt;
[[Image:Beth blog 6.jpg|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
15 pts per model. Elite. Infantry, Nord. 10-20 models per unit. You may choose to deploy a unit of Honored Veterans in ranks or in Skirmish formation.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Honored Veteran&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
| Honored Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Great Weapon, Light Mail&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
The Honored Champion is a Character.&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: Each unit of Honored Veterans must choose one Mighty Deed from the Warriors list.&lt;br /&gt;
&lt;br /&gt;
Loose Formation: Nordic warriors are fierce and wild in battle, but also capable of fighting in a conventional manner when necessary. When a unit of Honored Veterans(and all attached Independent Characters) reforms during the movement phase, you may choose to change its formation type from Fight in Ranks to Skirmish, or vice versa. The models must reform into the coherency allowable by the new formation.&lt;br /&gt;
&lt;br /&gt;
The entire unit may:&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Honored Champion for +8 pts&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Standard Bearer for +6 pts&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Musician for +6 pts. The Musician may be further upgraded to Bard for +10 additional pts. The Bard knows one song from the list provided above.&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their Great Weapons with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Poleaxe (free)&lt;br /&gt;
&lt;br /&gt;
*Hand Weapon and Shield (free)&lt;br /&gt;
&lt;br /&gt;
*Spear and Shield (free)&lt;br /&gt;
&lt;br /&gt;
*Two Hand Weapons (free)&lt;br /&gt;
&lt;br /&gt;
*Bow (free)&lt;br /&gt;
&lt;br /&gt;
*Short Bow (free)&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their armor with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Chainmail or Plate Armor +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +6 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may take:&lt;br /&gt;
&lt;br /&gt;
*Dagger +1 pt per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may give the following upgrades to any number of their weapons:&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel (Hand Weapon or Dagger) +2 pts per weapon&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel (Spear) +3 pts per weapon&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel (Bow, Short Bow, Poleaxe or Great Weapon) +4 pts per weapon&lt;br /&gt;
&lt;br /&gt;
The Honored Champion may upgrade his Full Plate Armor to Nordic Relic Armor for +5 pts&lt;br /&gt;
&lt;br /&gt;
The Honored Champion may take up to 16 points of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Warrior Clans====&lt;br /&gt;
&lt;br /&gt;
The wilds of Skyrim are a harsh place, yet many strong individuals stand against them. Mercenaries, outlaws, bands of adventurers, or ancient families devoted to war for generations form the many Warrior Clans of Skyrim. These bands of fighters are not always linked to a particular Jarl, but rather fight free-lance, serving whichever great man or cause they wish to serve, as the winds blow.&lt;br /&gt;
&lt;br /&gt;
9 pts per model. Elite. Infantry, Skirmish, Nord. 5-20 models per unit.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Warrior&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear: Hand Weapon and Shield. Light Mail Armor.&lt;br /&gt;
&lt;br /&gt;
Spells: None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
The Champion is a character.&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Battle-Prowess: Each Warrior Clan has its own history of deeds, be they great, small, for good or for bad. Along the way, they may have picked up some unusual skills. Each Warrior Clan may purchase one of the following upgrades for every model in the unit:&lt;br /&gt;
&lt;br /&gt;
*Skilled Fighters: All models in the unit have +1 WS. +1 pt per model.&lt;br /&gt;
&lt;br /&gt;
*Fiendhunters: All models in the unit have Preferred Enemy(Undead, Daedra and Werewolves). +1 pt per model.&lt;br /&gt;
&lt;br /&gt;
*Beastslayers: All models in the unit have the Monster Hunter special rule, and re-roll failed wounds against creatures with Bestial Instinct. +1 pt per model.&lt;br /&gt;
&lt;br /&gt;
*Deadeye: All models in the unit get +1 BS. +2 pts per model.&lt;br /&gt;
&lt;br /&gt;
*Expert Trackers: All models in the unit have Stealth and Acute Senses, and the unit may Outflank. +3 pts per model.&lt;br /&gt;
&lt;br /&gt;
*Legendary Fury: All models in the unit have +1 A. +3 pts per model.&lt;br /&gt;
&lt;br /&gt;
The entire unit may:&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Champion for +14 pts&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their Hand Weapon and Shield with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Poleaxe +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Great Weapon +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Spear and Shield +1 pt per model&lt;br /&gt;
&lt;br /&gt;
*Two Hand Weapons (free)&lt;br /&gt;
&lt;br /&gt;
*Bow +1 pt per model&lt;br /&gt;
&lt;br /&gt;
*Short Bow +1 pt per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their armor with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Chainmail or Plate Armor +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +6 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may take:&lt;br /&gt;
&lt;br /&gt;
*Dagger +1 pt per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may give the following upgrades to any number of their weapons:&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +4 pts per weapon&lt;br /&gt;
&lt;br /&gt;
The Champion may make one of his weapons Master-Crafted for +6 pts&lt;br /&gt;
&lt;br /&gt;
For every 5 models in the unit, one model may take up to 10 points of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
The Champion may take up to 15 points of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Horse-Veterans====&lt;br /&gt;
&lt;br /&gt;
The many honored warriors of a Hold need not rely on fighting on foot. It is a common sight for a Jarl and the great men of his hall to take to the field upon tall steeds, combining the speed and brawn of their horses with their own wit and valor. Those Northmen adept at the art of riding are truly a sight to behold, swiftly overpowering the foe with great ferocity; for in an age of strength and steel, battles are won and lost by the skill of the horsemen.&lt;br /&gt;
&lt;br /&gt;
[[Image:Mounted nord rider.jpg|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
30 pts per model. Elite. Cavalry, Nord. 8-15 models per unit. You may choose to deploy a unit of Horse Veterans in Ranks or in Skirmish formation. Horse-Veterans may only be joined by Independent Characters mounted on horses.&lt;br /&gt;
&lt;br /&gt;
25mm x 50mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Horse-Veteran&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2(3)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| Horse-Master&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2(3)&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Lance, Hand Weapon, Shield, Light Mail. Warhorse.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
The Horse-Master is a Character.&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: Each unit of Horse-Veterans must choose one Mighty Deed from the Warriors list.&lt;br /&gt;
&lt;br /&gt;
Loose Formation: When a unit of Horse-Veterans(and all attached Independent Characters) reforms during the movement phase, you may choose to change its formation type from Fight in Ranks to Skirmish, or vice versa. The models must reform into coherency allowable by the new formation.&lt;br /&gt;
&lt;br /&gt;
The entire unit may:&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Horse-Master for +12 pts&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Standard Bearer for +8 pts&lt;br /&gt;
&lt;br /&gt;
*Upgrade one model to Musician for +8 pts. The Musician may be further upgraded to Bard for +16 additional pts. The Bard knows one song from the list provided above.&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their hand weapon and shield with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Spear and Shield (free)&lt;br /&gt;
&lt;br /&gt;
*Two Hand Weapons (free)&lt;br /&gt;
&lt;br /&gt;
*Poleaxe +5 pts per model&lt;br /&gt;
&lt;br /&gt;
*Great Weapon +5 pts per model&lt;br /&gt;
&lt;br /&gt;
*Bow +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Short Bow +3 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their armor with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Chainmail or Plate Armor +4 pts per model&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail +5 pts per model&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +10 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may take:&lt;br /&gt;
&lt;br /&gt;
*Dagger +1 pt per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may give the following upgrades to any number of their weapons:&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +7 pts per weapon&lt;br /&gt;
&lt;br /&gt;
The Horse-Master may upgrade his Full Plate Armor to Nordic Relic Armor for +10 pts&lt;br /&gt;
&lt;br /&gt;
The Horse-Master may take up to 16 points of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
===Support===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hold Riders====&lt;br /&gt;
&lt;br /&gt;
The outriders of a Hold are experienced fieldsmen, trackers and mountaineers. Their skill riding their steeds through the snow and tundra is as useful on the battlefield as it is during the hunt. Hold Riders outmaneuver their foes through the fast traversing of the roughest of terrain, scouting the areas ahead for their lords, or else charging their foe and routing them in the blink of an eye.&lt;br /&gt;
&lt;br /&gt;
15 pts per model. Support. Skirmish, Fast Cavalry, Nord. 5-15 models per unit. Hold Riders may only be joined by Independent Characters mounted on horses.&lt;br /&gt;
&lt;br /&gt;
25mm x 50mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Hold Rider&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1(2)&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| Snow-Tracker&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1(2)&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Hand Weapon and Shield, Light Mail(or Leather Armor). Riding Horse.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Move through Cover.&lt;br /&gt;
&lt;br /&gt;
The Snow-Tracker is a Character and grants the unit the Scouts special rule.&lt;br /&gt;
&lt;br /&gt;
One model may be upgraded to Snow-Tracker for +15 pts&lt;br /&gt;
&lt;br /&gt;
The entire unit may trade their Hand Weapons and Shields for:&lt;br /&gt;
&lt;br /&gt;
*Short Bow +1 pt per model&lt;br /&gt;
*Bow +1 pt per model&lt;br /&gt;
&lt;br /&gt;
The entire unit may take:&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Cowl +2 pts per model&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Wandering Bard====&lt;br /&gt;
&lt;br /&gt;
To be a Bard of Skyrim is an art and an honor. Trained by master musicians, often at the Bard&#039;s College of Solitude, it is the task of these minstrels to sing the sagas of past heroes. In battle, they provide companionship, mirth and inspiration to those around them. Some Bards are payed to sing at the court of a Jarl, or hired by innkeepers and traders to entertain their customers. Others wander the land, singing songs as they go for those with the coin, all while wooing fair maidens and dispatching brigands and monsters with a blade kept close at hand. Some call them vagabonds, and seek to reign in their exploits; others see them as adventurers of the finest sort, and have no qualms in seeking their assistance in battle.&lt;br /&gt;
&lt;br /&gt;
26 pts per model. &lt;br /&gt;
&lt;br /&gt;
0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord. Single Model.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Wandering Bard&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Hand Weapon, Light Mail.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Master Storyteller: A Wandering Bard is a Bard according to the rules in this book. He counts as a Musician for the unit he is attached to. He also has 2 Songs, as listed in this book. He may invoke a Song twice per game(or both one time each).&lt;br /&gt;
&lt;br /&gt;
Skilled Bladesman: A Wandering Bard may dual wield a Hand Weapon with a Dagger, and may Parry while doing so as if he had a shield..&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: A Wandering Bard must choose a Mighty Deed from the Warriors list.&lt;br /&gt;
&lt;br /&gt;
A Wandering Bard may take one of the following:&lt;br /&gt;
&lt;br /&gt;
*Bow +3 pts&lt;br /&gt;
&lt;br /&gt;
*Short Bow +3 pts&lt;br /&gt;
&lt;br /&gt;
He may take the following:&lt;br /&gt;
&lt;br /&gt;
*Dagger +3 pts&lt;br /&gt;
&lt;br /&gt;
A Wandering Bard may replace his armor with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Leather Armor (free)&lt;br /&gt;
&lt;br /&gt;
*Chainmail +3 pts&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail +4 pts&lt;br /&gt;
&lt;br /&gt;
A Wandering Bard may upgrade any number of his weapons to one or both of the following:&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +7 pts per weapon&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted +6 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Wandering Bard may take the following if he does not take a magic helm:&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Cowl +4 pts&lt;br /&gt;
&lt;br /&gt;
A Wandering Bard may take up to 10 pts of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Thaumaturgist====&lt;br /&gt;
&lt;br /&gt;
The villages of Skyrim are rural settlements, their people vulnerable to disease and injury from all the dangers of the land. It is the profession of the wizards living in those villages, trained in the art of magicka yet not corrupted by promises of dark power, to render assistance to farmers, smiths and watchmen through the sale of salves, potions and services in healing. By no means are they as skilled as the alchemists of great cities, as priests of the Divines or as Imperial physicians, but their skill is invaluable in times of need. These village healers, if conscripted, save many lives of their fellow soldiers on the battlefield.&lt;br /&gt;
&lt;br /&gt;
14 pts per model.&lt;br /&gt;
&lt;br /&gt;
0-1 Court Wizard, Thaumaturgist or Wandering Bard may be taken as a Hero choice for each Jarl, Holdcarl or Thane in your army(you may not exceed your allowance of Heroes in this manner). Independent Character, Skirmish, Infantry, Nord. Single Model.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Thaumaturgist&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 3&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Hand Weapon, Dagger, Leather Armor.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
Heal Other&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Battlefield Healer: Other models in a Thaumaturgist&#039;s unit may use his potions as if they were their own. A Thaumaturgist may leave his own unit at the end of a round of combat using the rules for Hit and Run, if he successfully moves over 2&amp;quot; away from that unit. He join another unit that is not locked in combat if he chooses to do so. That unit may not use his potions until the phase ends, however.&lt;br /&gt;
&lt;br /&gt;
A Thaumaturgist may replace his Hand Weapon with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Bow +2 pts&lt;br /&gt;
&lt;br /&gt;
*Short Bow +2 pts&lt;br /&gt;
&lt;br /&gt;
A Thaumaturgist may upgrade one or more weapons to the following:&lt;br /&gt;
&lt;br /&gt;
*Poisoned(4+) +2 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Thaumaturgist may take the following if he does not take a magic helm:&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Cowl +4 pts&lt;br /&gt;
&lt;br /&gt;
A Thaumaturgist may replace his armor with:&lt;br /&gt;
&lt;br /&gt;
*Adept&#039;s Robes +2 pts&lt;br /&gt;
&lt;br /&gt;
A Thaumaturgist may purchase up to 25 points of potions and 10 points of other magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tongue====&lt;br /&gt;
&lt;br /&gt;
For centuries, the power of the Thu&#039;um was the most powerful weapon of the Nords. Many aspiring heroes of the Hold, or wise sages, would shout their enemies to death, and with their breath shatter the gates of cities. It was these Tongues that truly brought fear into the hearts of Skyrim&#039;s foes, and countless sagas relate the deeds of ancient heroes and their deadly Shouts. It was only under Jurgen Windcaller that the Tongues became restrained, practicing their art as a monastic discipline rather than as a weapon. The sight of the Tongues upon the battlefield is a fading tale, as fewer and fewer of the pupils of the Greybeards dare to use the Way of the Voice as a weapon. But when a Tongue appears, it is truly awe-inspiring, as the fabrics of Mundus are warped to the mighty words in his breath.&lt;br /&gt;
&lt;br /&gt;
26 pts per model.&lt;br /&gt;
&lt;br /&gt;
Independent Character, Skirmish, Infantry, Nord. Single Model.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W&lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Tongue&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| 4+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
Hand Weapon, Shield, Chain Mail&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Shouts:&lt;br /&gt;
&lt;br /&gt;
Unrelenting Force, Razor Edge, Thunderous Siege &lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Tongue.&lt;br /&gt;
&lt;br /&gt;
A Tongue may replace one both hands with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Poleaxe +4 pts&lt;br /&gt;
&lt;br /&gt;
*Great Weapon +4 pts&lt;br /&gt;
&lt;br /&gt;
*Spear and Shield +1 pt&lt;br /&gt;
&lt;br /&gt;
*Two Hand Weapons (free)&lt;br /&gt;
&lt;br /&gt;
*Bow +2 pts&lt;br /&gt;
&lt;br /&gt;
*Short Bow +2 pts&lt;br /&gt;
&lt;br /&gt;
He may replace his armor with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Light Mail or Leather Armor (free)&lt;br /&gt;
&lt;br /&gt;
*Plate Armor (free)&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail +1 pt&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +4 pts&lt;br /&gt;
&lt;br /&gt;
*Nordic Relic Armor +10 pts&lt;br /&gt;
&lt;br /&gt;
He may take:&lt;br /&gt;
&lt;br /&gt;
*Dagger +1 pt&lt;br /&gt;
&lt;br /&gt;
He may give the following upgrades to any number of his weapons:&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +4 pts per weapon&lt;br /&gt;
&lt;br /&gt;
A Tongue may take one of the following Shouts(see the Scrollhammer Rulebook for the list of Shouts):&lt;br /&gt;
&lt;br /&gt;
Throw Voice, Animal Allegiance, Clear Skies +8 pts&lt;br /&gt;
&lt;br /&gt;
Disarm, Elemental Fury, Whirlwind Sprint, Aura Whisper +10 pts&lt;br /&gt;
&lt;br /&gt;
Become Ethereal, Spectral Illusion, Swallow Shout +15 pts&lt;br /&gt;
&lt;br /&gt;
Ice Form, Kyne&#039;s Peace +25 pts&lt;br /&gt;
&lt;br /&gt;
A Tongue may take up to 15 points of magic items from the armory where appropriate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Catapult====&lt;br /&gt;
&lt;br /&gt;
Although the Tongues have often served as the traditional siege weapon of the Nords, their armies are not without conventional catapults as well. Although crude by the standards of the devices of many other lands, their construction is simple, durable and efficient. It is with these weapons that the walls of cities are broken, followed by the great hosts of the North flooding in through the rubble. Such weapons can also be used on occasion on the battlefield, being able to obliterate lines of infantry if placed in the right location.&lt;br /&gt;
&lt;br /&gt;
80 pts per artillery. Skirmish, Artillery, Nord(crew). 1 to 3 artillery per unit.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base(crew), 50mm x 100mm base(catapult).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Catapult&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Crewman&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 6+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Crew: 3 Crewmen per Catapult&lt;br /&gt;
&lt;br /&gt;
Wargear: Hand Weapon, Light Mail&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Catapult: Catapults are made up of crew and the actual artillery piece, with oncoming ranged attacks being split between the two(see rules for artillery in the Scrollhammer rulebook). The Catapult artillery model may not move, only pivot, and requires at least one crewman to make use of the special shooting attack. If a Catapult unit is forced to Fall Back while not locked in combat, and contains one or more artillery pieces, instead remove an artillery piece as a casualty.&lt;br /&gt;
&lt;br /&gt;
Catapults fire with the following profile:&lt;br /&gt;
&lt;br /&gt;
Move or Fire 1, Blast, Barrage, 12&amp;quot; to 96&amp;quot; range. All hits where a model&#039;s base is completely under the blast marker are resolved at S8 AP2, Multiple Wounds(d3). All hits where a model&#039;s base partially under the blast marker are resolved at S4 AP0. A Catapult always strikes buildings at Strength 8 AP2, and rolls 3d6 for armor penetration against them.&lt;br /&gt;
&lt;br /&gt;
Mechanical: The Catapult model is Immune to Poison and Immune to Disease. &lt;br /&gt;
&lt;br /&gt;
The Crewmen are Stubborn.&lt;br /&gt;
&lt;br /&gt;
===Special Characters===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Jarl Olaf One-Eye of Whiterun====&lt;br /&gt;
&lt;br /&gt;
In the latter years of the War of Succession, a one-eyed hero, Olaf by name, arose in the city of Whiterun. For as the Holds of Skyrim battled one another, the great Dragon Numinex terrorized the land. Olaf went forth, and according to his boasts, challenged the wyrm to single combat. With the power of the Thu&#039;um, he cast the Dragon to the ground, and smote it many times with his great axe. The Dragon bowed to him as the victor, and Olaf gathered his men to shackle the sky-serpent. Into the Great Porch of the castle atop Whiterun they dragged the great monster, and there held it as a captive. Ever since that day, that keep was known as Dragonsreach.&lt;br /&gt;
&lt;br /&gt;
Either by the glory of this deed, or by an earlier dealing, Olaf became Jarl of Whiterun Hold. He used his capture and imprisonment of dread Numinex to prove to the other Jarls his greatness. A council was declared, the Moot of Skyrim, at which Olaf persuaded the warring Jarls to cease their feud and name him High King. So it came to be that this great warrior became the ruler of all the men of the North.&lt;br /&gt;
&lt;br /&gt;
The people of the north-western parts of Skyrim, of Solitude town and the forests of Haafingar, saw him still as a usurper. He made them kneel in submission, but secret slanders were exchanged among the people of Haafingar. A notable Bard wrote a verse accusing the Jarl of cowardice, of capturing Numinex while the Dragon was wounded, and stealing glory that was rightfully anothers. This verse was censored as sedition by Olaf&#039;s courts and councilors, but the legend of it still endured. Ever since his reign, the Bards&#039; College in Solitude has burned Olaf in effigy for these abuses at the festival for the admission of new scholars and musicians.&lt;br /&gt;
&lt;br /&gt;
But in Whiterun, Olaf was beloved. When Numinex met eventual death, his skull was displayed above the Jarl&#039;s throne, irrefutable proof of the existence of the Dragons that once ruled the skies and terrorized the land, for all generations to come.&lt;br /&gt;
&lt;br /&gt;
260 pts&lt;br /&gt;
&lt;br /&gt;
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Olaf may be taken as your army&#039;s Jarl. You are limited to 0-1 Jarls in your army. Olaf may take a retinue of up to 3 Housecarls, for +20 pts per model. An army containing a Olaf may elect to take a single unit of Honored Veterans as a Core unit if Olaf is on foot, or Horse-Veterans if he is mounted.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Olaf One-Eye&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Dragon-Cleaver: The axe of Olaf One-Eye is a Runic Hand Weapon.&lt;br /&gt;
&lt;br /&gt;
Warmonger: This is a Runic War Hammer.&lt;br /&gt;
&lt;br /&gt;
Nordic Relic Armor, Shield of Resist Flame.&lt;br /&gt;
&lt;br /&gt;
Spells: None&lt;br /&gt;
&lt;br /&gt;
Shouts:&lt;br /&gt;
&lt;br /&gt;
Unrelenting Force, Disarm, Frost Breath&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Preferred Enemy(Dragons), Tongue&lt;br /&gt;
&lt;br /&gt;
Guardian Stone Blessing: The Thief&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: Feller of Giants, Fight All Our Lives&lt;br /&gt;
&lt;br /&gt;
Leader of Men: Friendly units within 6&amp;quot; of Olaf, as long as he is not fleeing, may use his Leadership for all morale tests they make.&lt;br /&gt;
&lt;br /&gt;
Legacy of Kings: Once per game, while Olaf is alive, you may choose to have one of your Bards invoke his Song for an additional turn(the turns need not be consecutive). &lt;br /&gt;
&lt;br /&gt;
Olaf may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Jarl Ulfric Stormcloak of Eastmarch====&lt;br /&gt;
&lt;br /&gt;
In the dark days of the Fourth Era, as the Thalmor-led Aldmeri Dominion rose to crush the Empire, a young prince of Skyrim pledged his sword to the cause of Talos, to defend the realm of his forefathers. Ulfric was his name, son of the Jarl of the East March. He fought long in the defense of Cyrodiil in a Nordic regiment of the Imperial Legion but met defeat in battle. He was held for many months a captive of the Elves, tortured by the Altmer agent Elenwen for information. There he was deceived into believing that the words forced from his mouth caused the Imperial City to fall to the Thalmor, not knowing that it had fallen and had been subsequently retaken. He was allowed to escape at this point, that discontent might be spread throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
After his release, Ulfric learned of the banishment of the worship of Talos, and the humiliation of the Empire at the hands of the elves. Swearing that he might strive to be a man worthy of his ancestors, he ascended the Seven Thousand Steps along the slopes of the Throat of the World, and atop the great mountain, at the monastery of High Hrothgar, spent many years learning the Way of the Voice from the Greybeards. But once his soul had grasped the Thu&#039;um, he left the monastery, scorning the teachings of the Greybeards in favor of using the Thu&#039;um as a weapon in the name of Talos. Crowned Jarl following the passing of his father, he offered the aid of his armies to Jarl Igmund of the Western Reach against the Witch-Men of the hills, who several years before had seized the city of Markarth and slain Igmund&#039;s father. The one condition for his aid to Igmund was that the Reach might become a sanctuary for the worship of Talos. Igmund accepted this offer, and with the Thu&#039;um Ulfric shouted the barbarian invaders from the walls of Markarth and reclaimed it in the name of Talos. But Igmund, fearing the retaliation of the Thalmor and their allies in the Imperial government, denied the free worship of Talos in Markarth, and the great war-god&#039;s chapel renamed but an abandoned chamber.&lt;br /&gt;
&lt;br /&gt;
So Ulfric returned in sorrow to Windhelm, never forgetting that the throne he sat upon was the same upon which great Ysgramor once reigned. There he found himself with two choices; submitting his beliefs and his way of life to the lies of Elves, or abandoning the Empire he once fought for, rising up against the Thalmor where the Emperor and his weighty assortment of bureaucrats and corrupt politicians would not. He chose the latter.&lt;br /&gt;
&lt;br /&gt;
Mustering the strength of his fathers, Ulfric rode to Solitude, and declared a rebellion against the young, Empire-supporting High King Torygg. He challenged Torygg to combat by champion, that the loyalty of Skyrim might be settled there and then. Torygg, in an act of bravery worth a place in Sovngarde, accepted the duel, and fell before Ulfric&#039;s shout and his sword. Ulfric fled the city, leaving it in the hands of Torygg&#039;s widow. Accused of murder and treason for this deed, those who assisted him in this act within Solitude&#039;s walls were put to death, and the hearts of those loyal to Cyrodiil to the end were turned against him.&lt;br /&gt;
&lt;br /&gt;
Upon his return to Windhelm, Ulfric declared all of Skyrim a separate kingdom from the Empire, under his rule. All the Jarls of the east of Skyrim swore oaths of allegiance to him, but those of the west, Igmund and Torygg&#039;s widow included, remained loyal to the Empire. Only Balgruuf the Greater, the good Jarl of Whiterun, remained neutral at this time, supporting the Empire in name while tacitly allowing the worship of Talos within his city. Ulfric&#039;s incredible leadership and strength saw the Imperial legion dealt crippling blows and nearly sent from the province, until The Empire sent General Tullius and the Fourth Legion against him, to put his rebellion down, but many Nord warriors flocked still to his ranks, seeking to fight to restore the worship of Talos.&lt;br /&gt;
&lt;br /&gt;
Ulfric has never been without both friends and enemies in every Hold. There are many Nords in Skyrim who praise his great name and know him to be a selfless hero and true defender of the Nordic way of life. There are those yet devoted to the Empire who think him as a cruel barbarian warlord who seeks only to crown himself king. But none doubt his ferocity in battle and his skill as a general and a leader of men. &lt;br /&gt;
&lt;br /&gt;
[[Image:Ulfric thuum.jpg|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
235 pts&lt;br /&gt;
&lt;br /&gt;
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Ulfric may be taken as your army&#039;s Jarl. You are limited to 0-1 Jarls in your army. Ulfric may take a retinue of up to 3 Housecarls, for +20 pts per model. An army containing a Ulfric may elect to take a single unit of Honored Veterans as a Core unit if Ulfric is on foot, or Horse-Veterans if he is mounted.&lt;br /&gt;
&lt;br /&gt;
Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Ulfric Stormcloak&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Sword of the King: This is a Master-Crafted Ebony hand weapon whose blows cannot be Parried.&lt;br /&gt;
&lt;br /&gt;
Cloak of Storms: This counts as 6+ Light Armor, and grants Ulfric +1 to his Feel No Pain against frost damage.&lt;br /&gt;
&lt;br /&gt;
Axe of Dismay(Hand Weapon), Shield of Dwindling Magic.&lt;br /&gt;
&lt;br /&gt;
Spells: None&lt;br /&gt;
&lt;br /&gt;
Shouts:&lt;br /&gt;
&lt;br /&gt;
Unrelenting Force, Disarm, Razor Edge&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Preferred Enemy(Aldmeri Dominion), Tongue&lt;br /&gt;
&lt;br /&gt;
Guardian Stone Blessing: The Lord&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds:&lt;br /&gt;
&lt;br /&gt;
Sovngarde Awaits, North Wind&lt;br /&gt;
&lt;br /&gt;
Freedom or Sovngarde!: Friendly units within 12&amp;quot; of Ulfric Stormcloak may use his Leadership for all morale tests they make, so long as he is not fleeing.&lt;br /&gt;
&lt;br /&gt;
Throne of Ysgramor: Twice per game, while Ulfric is alive, you may choose to have a Bard invoke his Song for an additional turn(the turns need not be consecutive).&lt;br /&gt;
&lt;br /&gt;
Combat by Champion: Unsaved wounds inflicted by Ulfric in a challenge give +3 to combat resolution instead of the normal +1.&lt;br /&gt;
&lt;br /&gt;
Ulfric may replace the Cloak of Storms with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Wolfpelt Mail(5+ Light Armor) +10 pts&lt;br /&gt;
*Nordic Relic Armor +35 pts&lt;br /&gt;
&lt;br /&gt;
Ulfric may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Galmar Stone-Fist====&lt;br /&gt;
&lt;br /&gt;
[[Image:Skyrim ulfric and galmar.jpg|thumb|400px|right]]&lt;br /&gt;
&lt;br /&gt;
Of the men of Windhelm fighting in Ulfric&#039;s rebellion, Galmar Stone-Fist stands among the most loyal. Both a cunning tactician and a huge warrior, this elevated Housecarl has served as the second in command to Ulfric since the rebellion began.&lt;br /&gt;
&lt;br /&gt;
Although born into a prominent clan in Windhelm, Galmar chose not to engage in the corruption found in many other wealthy clans of Skyrim, and nor did he choose the life of a drunken troublemaker like his brother Rolff. Rather, he forged a legacy in battle, a young warrior seeking to live up to the legacy of the honored dead in Sovngarde. Known well by the Imperial Legion, like his liege lord Ulfric he came to see the Empire as only a husk of what Talos made it, and after many trials swore to allow the Thalmor to persecute Nords in their own land for too long. His faith in Talos and his loyalty to the Nordic way of life exceeds that of even Ulfric; plain-spoken and strong-willed, his passion grants him strength, if it might one day be his undoing. Galmar Stone-Fist stands as the exemplar of all that the Stormcloaks, and all Nords in general, stand for.&lt;br /&gt;
&lt;br /&gt;
140 pts&lt;br /&gt;
&lt;br /&gt;
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. Galmar may be taken as a replacement for a Holdcarl. He may take a retinue of up to 3 Housecarls, for +20 pts per model.&lt;br /&gt;
&lt;br /&gt;
Call to Rebellion: If the army contains both Ulfric Stormcloak and Galmar Stone-Fist, it may take any number of units of Honored Veterans and Horse-Veterans as Core units.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Galmar Stone-Fist&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Axe of Eastmarch: This is a Master-Crafted Skyforge Steel Battle Axe that strikes at full initiative the first round of combat.&lt;br /&gt;
&lt;br /&gt;
Wolfpelt Mail: This is Light Armor(5+).&lt;br /&gt;
&lt;br /&gt;
Hand Weapon.&lt;br /&gt;
&lt;br /&gt;
Spells: None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds:&lt;br /&gt;
&lt;br /&gt;
Bear of a Man, Strong Will and Stout Heart&lt;br /&gt;
&lt;br /&gt;
Leader of Men: Friendly units within 6&amp;quot; of Galmar Stone-Fist may use his Leadership for all morale tests they make, so long as he is not fleeing.&lt;br /&gt;
&lt;br /&gt;
Highland Tactics: Galmar may Infiltrate his unit.&lt;br /&gt;
&lt;br /&gt;
Galmar may be mounted on a Warhorse for +25 pts. If he takes this upgrade, his Housecarls must be mounted as well, for +8 pts per model. If so, he may take a Lance for +10 pts.&lt;br /&gt;
&lt;br /&gt;
====Hrormir and Darfang, Champions of Evensnow====&lt;br /&gt;
&lt;br /&gt;
Among the ancient sagas of the North tell of two great champions of a forgotten age, Hrormir and Darfang, of the age of the dark winters when Man struggled against Elf. It was in this age that magic was respected by all as a warrior art, before the College of Winterhold and the wilds became filled with necromancy and brigandry. Hero of the lost realm of Evensnow, the greatest swordsman in the land, Darfang, was seduced by dark powers, enslaved in mind and body. The wild, wenching wizard, Hrormir, went forth into the snow and reclaimed his friend from the sorcery that bound him. As he sought to free his boon companion, he became the lover of Nocturnal, goddess of thieves, and was given the magic of the shadow at his beck and call. His deeds were forever remembered in a great&lt;br /&gt;
ballad, and his Icestaff was in later eras held as a relic of the Mage&#039;s Guild.&lt;br /&gt;
&lt;br /&gt;
150 pts for Hrormir, 150 pts for Darfang&lt;br /&gt;
&lt;br /&gt;
2 Hero choices. Independent Character, Skirmish, Infantry, Nord, Single Model. Hrormir and Darfang count as two Thanes in your army, and must always be taken together. Other Thanes in your army may take the same combinations of wargear, upgrades, Shouts and Mighty Deeds as them.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Hrormir&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 5(7)&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| Darfang&lt;br /&gt;
| 7&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hrormir&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
The Icestaff: The fabled Icestaff freezes Hrormir&#039;s foes while cloaking them in a fey glow. Models Chilled by Hrormir&#039;s frost spells are Chilled for -2 Initiative rather than just 1, and lose their Night Fighting cover saves.&lt;br /&gt;
&lt;br /&gt;
Master&#039;s Robes.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
Frostbite, Bound Sword, Bound Armor, Ice Storm.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds:&lt;br /&gt;
&lt;br /&gt;
Never Back Down, Out of the Mists.&lt;br /&gt;
&lt;br /&gt;
Gift of Nocturnal: Hrormir may take the Guardian Stone Blessings of the Shadow and the Thief for +10 points each.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Darfang&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Blade of Darfang: This is a Master-Crafted Runic Hand Weapon of Striking.&lt;br /&gt;
&lt;br /&gt;
Shield, Nordic Relic Armor.&lt;br /&gt;
&lt;br /&gt;
Shouts:&lt;br /&gt;
&lt;br /&gt;
Elemental Fury, Razor Edge.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Tongue.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds:&lt;br /&gt;
&lt;br /&gt;
Son of the Sky, Shield-Brothers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Companions of Ysgramor====&lt;br /&gt;
&lt;br /&gt;
After the Return, the warriors of Ysgramor settled around the mythic Skyforge, deep in the heart of the land. Naming their mead hall Jorvasskr in honor of Ysgramor&#039;s ship, they served as defenders of Skyrim and her people ever since. Through four eras, they have endured in one form or another, and their fame spans over all the Holds.&lt;br /&gt;
&lt;br /&gt;
The forms they have taken have been for good or for ill. In days of old, they pledged themselves as warriors for one Hold or another; when Companion slaughtered Companion during the Wars of Succession, they agreed to not to involve themselves in feuds between Jarls in future eras. Instead, they serve as mediators in personal disputes and bounty hunters, whenever they are not defending Skyrim&#039;s people from wild beasts, Orcs, Giants, outside invaders. Armed with the mightiest steel of the Skyforge, crafted by the finest smiths in the land, the Companions are truly a sight to behold.&lt;br /&gt;
&lt;br /&gt;
Ever since the passing of Ysgramor to Sovngarde, the Companions have never had a true leader. Every Companion is free to ultimately choose his path in life. Troubles within the organization are resolved by the Circle, the experienced champions. The worthiest of the Circle, the Harbinger, acts as the moral guide to the band, but even the newest blood may dispute his orders. The warriors of Companions for this reason dispense with all honorifics in their addresses and speeches, only referring to one another as brothers in arms.&lt;br /&gt;
&lt;br /&gt;
In the Third Era, the Companions fell into a life of brigandry and dishonor. The name of Ysgramor was shamed by their deeds. But those few in their number still seeking honor gathered in secret, and returned to Jorvasskr to bring the corrupt Harbinger and his lackeys to justice. This action was met by violence, and many Companions spilled the blood of their brothers, but every criminal in the order was slain or driven out that day. Ever since, the Companions have sought to reclaim their lost honor, to find the lost Shield of Ysgramor, and to regain the pieces of his mighty axe Wuuthrad, long since scattered across the land.&lt;br /&gt;
&lt;br /&gt;
A recent action of the Companions in their quest for glory has proven both a blessing and a curse; the blood of Hircine, God of the Hunt. For when the Glenmoril Coven, a band of foul witches, promised power to a hapless Harbinger late in the Third Era, he accepted, not knowing what would befall him and his Circle. For as each of them partook in a dark ritual with the witches, each of them transformed into a great wolf, and set upon their foes not in honorable battle but in ruthless savagery. Even as they recovered and returned to the human shape, half of the spirit of each warrior remained in the lupine aspect, able to transform again at will. Many sought to use this power in secret, for noble purposes; others found themselves unable to control this power, transforming in times of great bloodlust or at the height of the moons, tearing their foes to pieces and devouring their flesh. Every warrior of the Circle has since this day joined the ranks of the Hounds of Hircine, but many with regrets; for all who bear the Beast Blood are tied to the hunt, not to the path of Shor, and so must spend eternity not in Sovngarde, but in the great Hunting Grounds.&lt;br /&gt;
&lt;br /&gt;
23 pts per model&lt;br /&gt;
&lt;br /&gt;
Elite. Infantry, Skirmish, Nord. 5-20 models per unit. You may take 0-1 units of the Companions of Ysgramor as a unique Warrior Clan in your army.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base(Companion). 40mm x 40mm base(Wolf Form).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Companion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 2&lt;br /&gt;
| 8&lt;br /&gt;
| 1&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
| Circle Champion&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| Harbinger&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| (Wolf Form)&lt;br /&gt;
| 2&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 2&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 9&lt;br /&gt;
| 0&lt;br /&gt;
| -(6++)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The entire unit has the following Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn.&lt;br /&gt;
&lt;br /&gt;
For every 5 models, you may upgrade one model to Circle Champion for +20 pts&lt;br /&gt;
&lt;br /&gt;
In a unit numbering 10 or more models, you may upgrade one model to the Harbinger for +30 pts&lt;br /&gt;
&lt;br /&gt;
A unit of Companions containing a Circle Champion or the Harbinger have the Fight All Our Lives Mighty Deed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Companions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargear: Master-Crafted Skyforge Steel Great Weapon, Master-Crafted Skyforge Steel Hand Weapon, Shield, Light Mail.&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their Great Weapon or Shield with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Poleaxe (free)&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Hand Weapon (free)&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Spear (free) &lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Dagger (free)&lt;br /&gt;
&lt;br /&gt;
*Bow (free) &lt;br /&gt;
&lt;br /&gt;
*Short Bow (free)&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their armor with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Chainmail or Plate Armor +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail +3 pts per model &lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +6 pts per model&lt;br /&gt;
&lt;br /&gt;
Spells: None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Circle Champions and Harbinger&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargear: Master-Crafted Skyforge Steel Great Weapon, Master-Crafted Skyforge Steel Hand Weapon, Wolf Armor(5+ Light Armor).&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their Great Weapon or Shield with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Poleaxe (free)&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Hand Weapon (free)&lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Spear (free) &lt;br /&gt;
&lt;br /&gt;
*Master-Crafted Skyforge Steel Dagger (free)&lt;br /&gt;
&lt;br /&gt;
*Bow (free) &lt;br /&gt;
&lt;br /&gt;
*Short Bow (free)&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their armor with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Nordic Relic Armor +10 pts per model&lt;br /&gt;
&lt;br /&gt;
Each Circle Champion may purchase up to 20 points of magic items where appropriate from the armory. The Harbinger may purchase any number of magic items where appropriate from the armory, and may purchase one or more of the the following artifacts:&lt;br /&gt;
&lt;br /&gt;
The Shield of Ysgramor: Shield, Artifact. The ancient shield of Ysgramor may only be wielded by the Harbinger of the Companions or by the Dovahkiin himself. Bearer has +1 Wound and a 4+ Ward save against spell damage. +35 pts&lt;br /&gt;
&lt;br /&gt;
Wuuthrad: Artifact, Battle Axe. The mighty axe of Ysgramor himself may only be wielded by the Harbinger of the Companions or by the Dovahkiin. Wuuthrad is a Master-Crafted Runic Battle Axe that strikes with +2 Strength, and re-rolls all failed wounds against Elves(including Falmer, but not including Orcs). The sight of such a mythic weapon, reforged after millennia, causes all friendly units from this army book within 6&amp;quot; of wielder to become Fearless. +48 points.&lt;br /&gt;
&lt;br /&gt;
Spells: None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Character. The Harbinger is a Special Character, and so only one may be taken. Immune to Disease.&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: In addition, each Circle Champion and the Harbinger must also take of the following Mighty Deeds: Battle Rage, Cleaving Blows, Skilled Hunter, Feller of Giants, Resilience, Shield Brothers(these Mighty Deeds only apply to them individually, not to the entire unit).&lt;br /&gt;
&lt;br /&gt;
Battle-Prowess: Each Circle Champion and the Harbinger may take Skilled Fighter for +3 pts, Deadeye for +6 pts, or Legendary Fury for +10 pts. (See the Warrior Clans rules for further details). These upgrades only apply to the model purchasing them, not to the entire unit.&lt;br /&gt;
&lt;br /&gt;
The Beast Blood: Once per game, at the beginning of your movement phase, if there are no Independent Characters (other than the Dovahkiin) attached to a unit of Companions, and no other friendly or allied units within 6&amp;quot; of a unit of the Companions, all Circle Champions and the Harbinger in the unit may call upon the power of Hircine. In a span of mere seconds, their bodies undergo a terrible transformation, from men into great savage wolves. While in this form, they use the Wolf Form profile rather than their own, and bear no wargear. \&lt;br /&gt;
&lt;br /&gt;
Replace each model in Wolf Form with a more appropriate model if you wish; note that models in Wolf Form are mounted on 40mm x 40mm bases. At the end of each of your turns, if a model in Wolf Form has not slain a model, return that model to his normal profile, with all his previous wargear and abilities. No Independent Character (other than the Dovahkiin) can join a unit of Companions with one or more models currently in Wolf Form.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wolf Form&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Beasts, Skirmish, Werewolf.&lt;br /&gt;
&lt;br /&gt;
The characteristics of a model in Wolf Form are included in the profile for Companions above.&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Fearless, Rending, Causes Terror&lt;br /&gt;
&lt;br /&gt;
Hircine&#039;s Blessing: This model is Ethereal, but the Ward Save granted against mundane attacks is only 6+.&lt;br /&gt;
&lt;br /&gt;
Controlled Savagery:&lt;br /&gt;
To enter the shape of a wolf is to endanger one&#039;s sanity, to subject oneself to the rage of a mindless killer. As each model that enters Wolf Form, that model must take a Leadership test on its own value. If that model fails, it gains Frenzied and Bestial Instinct, and if any of its attacks miss in close combat, you must instead allocate them to a non-Werewolf model in the same unit as the model that failed the Leadership check. These rules apply for as long as the model remains in Wolf Form. It cannot be shaken from its Frenzied state by any means other than leaving Wolf Form. If the Leadership check is passed, however, the model instead may continue to use its Mighty Deeds and Battle Prowess while in Wolf Form.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Dawnguard====&lt;br /&gt;
&lt;br /&gt;
The Dawnguard are an order of vampire hunters whose named reached legend in Skyrim during their heyday. When the adventurous son of the Jarl of the southern Hold of Riften was infected with vampirism, he was unable to control his desire to drink the blood of the living. With great sorrow, the Jarl ordered him to be held under house arrest in a fortress near the border between the Rift and the land of the Dark Elves of Redoran. The Dawnguard were formed to protect this youth, and to protect any others who might from further predations of the undead. &lt;br /&gt;
&lt;br /&gt;
The vampiric prince attempted an escape, and died in the process. The order began to lose favor at this point, and became more and more desperate in its methods. After several generations, the Dawnguard no longer held any righteousness at all in its cause, using the prison fortress as a base for leading raids against innocents to be robbed and tortured. The Dawnguard, having indulged in the tyranny it once sought to destroy, were eventually disbanded, sinking into outlawry.&lt;br /&gt;
&lt;br /&gt;
In the Fourth Era, however, the Dawnguard were reformed. Vampires had begun a resurgence, each clan openly attacking travelers and villages, the most dangerous of them even plotting to blot out the sun itself. As the Vigilants of Stendarr fell against this rising menace, the strongest blades and brightest minds in Skyrim congregated under the old banner of the Dawnguard, to make a final stand against the night.&lt;br /&gt;
&lt;br /&gt;
14 pts per Dawnguard model&lt;br /&gt;
&lt;br /&gt;
Elite. Infantry, Skirmish, Nord. 5-20 Dawnguard(including Captain) per unit, plus 0-1 Battle-Trolls for every 10 Dawnguard. Battle-Trolls are Beasts, and are not Nords. You may take 0-1 units of the Dawnguard as a unique Warrior Clan in your army.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base(Dawnguard). 40mm x 40mm base(Battle-Troll).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Dawnguard&lt;br /&gt;
| 3&lt;br /&gt;
| 3(4)&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 9&lt;br /&gt;
| 2&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
| Dawn Captain&lt;br /&gt;
| 4&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 10&lt;br /&gt;
| 4&lt;br /&gt;
| 6+&lt;br /&gt;
|-&lt;br /&gt;
| Battle-Troll&lt;br /&gt;
| 3&lt;br /&gt;
| 0&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 3&lt;br /&gt;
| 8&lt;br /&gt;
| 0&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawnguard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Crossbow, Dawn Axe, Dawnguard Armor.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Hatred(Vampires), Immune to Fear and Terror.&lt;br /&gt;
&lt;br /&gt;
The Dawn Captain is a character, who must always challenge and accept challenges from Vampires when able to.&lt;br /&gt;
&lt;br /&gt;
Battle Prowess: Fiendhunters, Deadeye(see the rules for Warrior Clans).&lt;br /&gt;
&lt;br /&gt;
One model may be upgraded to Dawn Captain for +16 pts.&lt;br /&gt;
&lt;br /&gt;
The unit may take a Battle-Troll(see below) for every 10 Dawnguard(including Captain) for +32 pts each&lt;br /&gt;
&lt;br /&gt;
Any number of models may take one of the following:&lt;br /&gt;
&lt;br /&gt;
*A second Dawn Axe +1 pt per model&lt;br /&gt;
&lt;br /&gt;
*Shield +1 pts per model&lt;br /&gt;
&lt;br /&gt;
*Spell: Flames +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Spell: Sun Fire +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Dawn Hammer +4 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may replace their armor with:&lt;br /&gt;
&lt;br /&gt;
*Dawnguard Heavy Armor +2 pts per model&lt;br /&gt;
&lt;br /&gt;
Any number of models may upgrade their crossbows to:&lt;br /&gt;
&lt;br /&gt;
*Enhanced Crossbow +3 pts per model&lt;br /&gt;
&lt;br /&gt;
The Dawn Captain may take a Restoration spell from the Holds of Skyrim armory for +5 pts.&lt;br /&gt;
&lt;br /&gt;
The Dawn Captain may upgrade his Dawn Axe:&lt;br /&gt;
&lt;br /&gt;
*Runic Sun-Axe +15 pts&lt;br /&gt;
&lt;br /&gt;
The Dawn Captain may upgrade his Dawn Hammer to:&lt;br /&gt;
&lt;br /&gt;
*Runic Inferno Hammer +15 pts&lt;br /&gt;
&lt;br /&gt;
The Dawn Captain may upgrade his Shield to:&lt;br /&gt;
&lt;br /&gt;
*Blazing Rune-Shield +15 pts&lt;br /&gt;
&lt;br /&gt;
The Dawn Captain may upgrade his crossbow to:&lt;br /&gt;
&lt;br /&gt;
*Dwarven Crossbow +6 pts&lt;br /&gt;
&lt;br /&gt;
*Enhanced Dwarven Crossbow +9 pts&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dawnguard Armory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dawn Axe: This is a Hand Weapon that re-rolls failed wounds against Vampires.&lt;br /&gt;
&lt;br /&gt;
Dawn Hammer: This is a War Hammer that re-rolls failed wounds against Vampires.&lt;br /&gt;
&lt;br /&gt;
Dawnguard Armor: This is Light Armor(6+) that grants a 4+ Ward Save against spells cast by Vampires.&lt;br /&gt;
&lt;br /&gt;
Dawnguard Heavy Armor: This is Heavy Armor(5+) that grants a 4+ Ward Save against spells cast by Vampires.&lt;br /&gt;
&lt;br /&gt;
Enhanced Crossbow: This weapon strikes with +2 AP.&lt;br /&gt;
&lt;br /&gt;
Dwarven Crossbow: This weapon strikes with +1 S.&lt;br /&gt;
&lt;br /&gt;
Enhanced Dwarven Crossbow: This weapon strikes with +1 S +2 AP.&lt;br /&gt;
&lt;br /&gt;
Runic Sun-Axe: Artifact. This is a Runic hand weapon that ignores Feel No Pain. Rolls of 6 to hit with this weapon against units containing one or more undead cause two additional rolls to wound to be made against that unit. Those two additional wounds are considered to hit the unit, and must be allocated to Undead.&lt;br /&gt;
&lt;br /&gt;
Runic Inferno Hammer: Artifact. This is a Runic War Hammer that ignores Feel No Pain. If bearer is not engaged in combat, and has the Runic Inferno Hammer equipped, he may strike the ground with it after his unit marches or shoots during the shooting phase. If he does so, he automatically casts the spell Fire Rune without having to roll; he may do this even if he does not know the spell, he does not have enough power dice, or even if he is silenced. The range is always 3&amp;quot; for this casting, regardless of modifiers.&lt;br /&gt;
&lt;br /&gt;
Blazing Rune-Shield: Artifact. This is Shield. If bearer successfully makes an armor save, and is locked in combat with an enemy unit containing one or more vampires, each enemy unit bearer is locked in combat with takes D3 S4AP0 hits. These hits can only be allocated to Vampires in that unit.&lt;br /&gt;
&lt;br /&gt;
Sun Fire: Restoration, cast on 4+, shooting attack, 1-handed. Move and Fire 1, range 18&amp;quot;. This spell has no effect on the living. Against the Undead, it strikes at S4 AP0, Ignores Feel No Pain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battle-Troll&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Troll Armor: This is Light Armor(5+)&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Bestial Instinct, Stubborn, Causes Fear&lt;br /&gt;
&lt;br /&gt;
Trollsblood: Battle-Trolls have Regeneration(6+), but flame attacks get +1 to wound against them.&lt;br /&gt;
&lt;br /&gt;
Pummeling Blows: Melee attacks from Battle-Trolls get +2 AP.&lt;br /&gt;
&lt;br /&gt;
Each Battle-Troll may take one of the following (mundane) Gauntlets:&lt;br /&gt;
&lt;br /&gt;
*Bladed Bracers(Melee attacks gain the Rending special rule) +4 pts&lt;br /&gt;
*Flail Bracers(bearer gains the Rampage special rule as part of its Charge Bonus) +6 pts&lt;br /&gt;
&lt;br /&gt;
Each Battle-Troll may replace his armor with the following:&lt;br /&gt;
&lt;br /&gt;
*Heavy Troll Armor(4+ Heavy Armor) +8 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Order of the Silver Hand====&lt;br /&gt;
&lt;br /&gt;
Among the more infamous of the warrior bands of Skyrim in the Fourth Era are the Silver Hand. Eternal enemies of werewolves, the Silver Hand seek to hunt down the terrifying man-beasts and make armor from their skins. Despite their hatred of this dangerous threat to innocents, the Silver Hand have no qualms toward preying on innocents themselves, robbing any passerby unfortunate to stumble upon any old fort they might inhabit. For this reason, they are seen as outlaws and butchers by the people of Skyrim, and their enmity with the Companions of Ysgramor has of late escalated toward total war.&lt;br /&gt;
&lt;br /&gt;
14 pts per model&lt;br /&gt;
&lt;br /&gt;
Elite. Infantry, Skirmish, Nord. 5-20 models per unit. You may take 0-1 units of the Silver Hand as a unique Warrior Clan in your army.&lt;br /&gt;
&lt;br /&gt;
We Know What You Truly Are!: An army can never contain units of both the Silver Hand and the Companions.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Silver Hand&lt;br /&gt;
| 3(4)&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 3&lt;br /&gt;
| 1&lt;br /&gt;
| 7&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|-&lt;br /&gt;
| Silver Hand Captain&lt;br /&gt;
| 4(5)&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 1&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 9&lt;br /&gt;
| 1&lt;br /&gt;
| 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Silver hand weapon, Shield, Light Mail&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Hatred(Werewolves), Killing Blow&lt;br /&gt;
&lt;br /&gt;
The Silver Hand Captain is a Character.&lt;br /&gt;
&lt;br /&gt;
Battle-Prowess: Skilled Fighters, Fiendhunters(see the rules for Warrior Clans).&lt;br /&gt;
&lt;br /&gt;
One model in the unit may be upgraded to Silver Hand Captain for +16 pts.&lt;br /&gt;
&lt;br /&gt;
Any model in the unit may trade his hand weapon and shield for:&lt;br /&gt;
&lt;br /&gt;
*Silver Bow +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Silver Short Bow +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Silver Poleaxe +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Silver Greatsword +3 pts per model&lt;br /&gt;
&lt;br /&gt;
Any model in the unit may trade his armor for:&lt;br /&gt;
&lt;br /&gt;
*Chainmail or Plate Armor: +2 pts per model&lt;br /&gt;
&lt;br /&gt;
*Scaled Mail: +3 pts per model&lt;br /&gt;
&lt;br /&gt;
*Full Plate Armor: +6 pts per model&lt;br /&gt;
&lt;br /&gt;
The Silver Hand Captain may make one of his weapons Master-Crafted for +6 pts.&lt;br /&gt;
&lt;br /&gt;
The Silver Hand Captain may take up to 15 points of magic items from the armory.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Dovahkiin====&lt;br /&gt;
&lt;br /&gt;
[[Image:Dovahkiin vs alduin.jpg|thumb|500px|right]]&lt;br /&gt;
&lt;br /&gt;
In the dark and song-barren days of the Fourth Era, when Nords shed their brothers&#039; blood, as worshipers of Talos disappear in the night, a doom far more dire came upon the land. For the End Times had begun; the black-spined Dragon, Alduin World-Eater, Bane of Kings, Devourer of Souls, had returned, and every day Shouted awake a the dead Dragon of old. While Nords fought over Talos, all were united in their terror of the coming of the Dragons. All who knew that Alduin himself had returned knew that the final battle was nigh, that all would perish beneath Time itself, their souls reduced to long-forgotten nothingness.&lt;br /&gt;
&lt;br /&gt;
But just as the Elder Scrolls foretold that Alduin would return in this age of conflict, so they also predicted the coming of the Last Dragonborn, Dovahkiin in the tongue of the Dragons. For he alone bore the mantle of Shor&#039;s ghost, and mastered the Thu&#039;um as weapon and a tool, a free gift of Akatosh. A man in shell, but a Dragon in spirit, the Dovahkiin discovered his true nature when he saved the city of Whiterun from the Dragon Mirmulnir. As the beast fell before him, the power of its timeless soul was revealed to the Dovahkiin, stolen that this mortal warrior might learn the Thu&#039;um from it.&lt;br /&gt;
&lt;br /&gt;
The Storm Voice in his breath, the Dovahkiin ascended the Seven Thousand Steps, meeting with the Greybeards on the Throat of the World. Here he was proclaimed Ysmir, Dragon of the North, in the old Nordic way, his Dragon&#039;s soul meeting and swallowing the Shouts of the Greybeards that battered his mortal husk. He lent his hand to the ongoing war, but throughout it all battled the Thalmor in search of the answers toward the return of the Dragons. He learned nothing from the Elves, however; but with the remnants of the scattered Blades, the Dragonguard of the old emperors, he learned the truth of Alduin and of the end. Through the power of the Elder Scrolls, he learned the old Shout by which Alduin had been torn from the sky long ago. He bested Alduin, but the World-Eater retreated high into the mountains, to Sovngarde, to eat the souls of the newly fallen.&lt;br /&gt;
&lt;br /&gt;
In pursuit, the Dovahkiin called forth the dragon Odahviing, and bested him as well, imprisoning him in Dragonsreach as Olaf One-Eye had done long ago. Odahviing judged the Dovahkiin worthy, and offered to grant him a chance to battle Alduin once more. Odahviing was freed, and upon his back the Dovahkiin rode to high Skuldafn. There he battled the ancient Dragon Cult, arisen in cursed undeath, and through an Aetherial gate journeyed to Sovngarde.&lt;br /&gt;
&lt;br /&gt;
Among the heroes of Sovngarde he feasted, but his still-living eyes could not comprehend the true power of Shor, beyond that which dwelt within him. Gathering the ghosts of the Tongues who had banished Alduin long ago, he charged out of the gates of the Hall of Valor, and before the eyes of Shor and Tsun themselves shouted Alduin into ashes. Time dwelt within his soul, and through his strength the doom of the world was averted.&lt;br /&gt;
&lt;br /&gt;
Many are the other legends of the Dovahkiin, of deeds both great and small. All of them tell one tale; that of the valor of one hero in a sorrowful age, of a hero of even Ysgramor&#039;s stature. For even in an hour when all was lost, when the great men of old were all fallen, a warrior blessed with the power to change fate still came forth, and with the Thu&#039;um sang the sagas of the future.&lt;br /&gt;
&lt;br /&gt;
260 pts for the Hero of Skyrim profile.&lt;br /&gt;
&lt;br /&gt;
145 pts for the Thane of Whiterun profile.&lt;br /&gt;
&lt;br /&gt;
Hero. Independent Character, Skirmish, Infantry, Nord, Single Model. The Dovahkiin holds the place of a Thane in your army. His combinations of wargear, abilities, shouts and Mighty Deeds do not prevent other Thanes from having the same combinations. The Dovahkiin may take a single Housecarl bodyguard for +20 pts.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may be a common race other than a Nord. If this is chosen, his rules are altered: see below.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin removes your army&#039;s 0-1 restriction on the Companions of Ysgramor and the Dawnguard. You may still only have one Harbinger in your army, however, if your army contains the Companions.&lt;br /&gt;
&lt;br /&gt;
You may choose for the Dovahkiin to count as two Core choices in addition to a hero choice. If this option is taken, your army may take no other choices, except for Odahviing, Housecarls and one other Hero choice.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin has two profiles and sets of special rules, each representing a different stage of his rise to glory. The Thane of Whiterun profile represents the Dovahkiin as a wandering hero, whose innate powers have only recently been discovered. The Hero of Skyrim profile represents the Dovahkiin at the peak of his might, at the time around when he traveled to Sovngarde itself to vanquish the great dragon Alduin World-Eater.&lt;br /&gt;
&lt;br /&gt;
25mm x 25mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S &lt;br /&gt;
! T &lt;br /&gt;
! W &lt;br /&gt;
! I &lt;br /&gt;
! A &lt;br /&gt;
! Ld &lt;br /&gt;
! Mg &lt;br /&gt;
! Sv &lt;br /&gt;
|-&lt;br /&gt;
| Hero of Skyrim&lt;br /&gt;
| 7&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 5&lt;br /&gt;
| varies&lt;br /&gt;
|-&lt;br /&gt;
| Thane of Whiterun&lt;br /&gt;
| 5&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 2&lt;br /&gt;
| 5&lt;br /&gt;
| 3&lt;br /&gt;
| 10&lt;br /&gt;
| 2&lt;br /&gt;
| varies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear and Spells:&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin has ONE of the following:&lt;br /&gt;
&lt;br /&gt;
Adept&#039;s Robes&lt;br /&gt;
Light Mail Armor&lt;br /&gt;
Plate Armor&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin has a hand weapon, shield, Spell:Flames and TWO of the following(he may take two of the same):&lt;br /&gt;
&lt;br /&gt;
*A second Hand Weapon, dagger&lt;br /&gt;
*Bow&lt;br /&gt;
*Short Bow&lt;br /&gt;
*Crossbow(cannot be upgraded in quality except with Crossbow only upgrades, see below)&lt;br /&gt;
*Poleaxe(+8 pts)&lt;br /&gt;
*Greatsword(+8 pts)&lt;br /&gt;
*Battle Axe(+8 pts)&lt;br /&gt;
*War Hammer(+8 pts)&lt;br /&gt;
*Wizard&#039;s Staff&lt;br /&gt;
*One free spell from the Holds of Skyrim armory or from the Dovahkiin armory&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may replace one or more of his spells with any of the following:&lt;br /&gt;
&lt;br /&gt;
*Summon Flame Atronach (cast on 8+) +7 pts&lt;br /&gt;
&lt;br /&gt;
*Summon Frost Atronach (cast on 12+) +15 pts&lt;br /&gt;
&lt;br /&gt;
See Scrollhammer: Daedra Cults for rules for Daedra.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may be mounted on a Warhorse for +25 pts. A mounted Dovahkiin may take a Lance for +10 pts.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may make any of his weapons Master-Crafted for +8 pts per weapon.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may upgrade any of his weapons to:&lt;br /&gt;
&lt;br /&gt;
*Skyforge Steel +8 pts per weapon&lt;br /&gt;
*Dawn Weapon(hand weapon and War Hammer only) +2 pts per weapon&lt;br /&gt;
*Enhanced Crossbow(Crossbow only) +4 pts per weapon&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may take the following if he does not take a magic helm:&lt;br /&gt;
&lt;br /&gt;
*Hunter&#039;s Cowl +6 pts&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may replace his armor or unarmored clothing with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Leather Armor or Chainmail(free)&lt;br /&gt;
*Dawnguard Armor or Dawnguard Heavy Armor +2 pts&lt;br /&gt;
*Scaled Mail +2 pts&lt;br /&gt;
*Full Plate Armor +12 pts&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin(Thane of Whiterun) may take any number of magic items from the Holds of Skyrim armory, other than Artifacts.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin(Hero of Skyrim) may take any number of magic items, including Artifacts, and may carry up to 5 consumables. He may take(replacing similar items as always) any number of artifacts from the Dovahkiin armory, any number of the following artifacts from [[Scrollhammer: Artifacts of Tamriel]]: Auri&#039;el&#039;s Bow, Auri&#039;el&#039;s Shield, Azura&#039;s Star, Dawnbreaker, The Ebony Blade, Mace of Molag Bal, Mehrunes Razor, Oghma Infinium, Ring of Namira, Saviour&#039;s Hide, Sanguine Rose, Skull of Corruption, Spellbreaker, Staff of Magnus, Volendrung, Wabbajack, The White Phial. Artifacts may not be upgraded further except where normally allowed.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin(Hero of Skyrim) may take any number of artifacts from the Dovahkiin armory(instead of normally purchasing a similar item, as always). Artifacts may not be upgraded further except where normally allowed. The price of these items factors in the cost of the base item as well, as usual.&lt;br /&gt;
&lt;br /&gt;
*Runic Sun-Axe +20 pts&lt;br /&gt;
*Blazing Rune-Shield +20 pts&lt;br /&gt;
*Runic Inferno Hammer +30 pts&lt;br /&gt;
*Shield of Ysgramor +35 pts&lt;br /&gt;
*Wuuthrad +60 pts&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may purchase a single weapon upgrade enchantment from the Holds of Skyrim armory to upgrade Wuuthrad, granting it an additional ability.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin(Hero of Skyrim) may upgrade any of his weapons to:&lt;br /&gt;
&lt;br /&gt;
*Glass +4 pts per weapon&lt;br /&gt;
*Ebony +8 pts per weapon&lt;br /&gt;
*Daedric +20 pts per weapon&lt;br /&gt;
*Dragonbone +30 pts per weapon&lt;br /&gt;
*Dwarven Crossbow(Crossbow only) +8 pts per weapon&lt;br /&gt;
*Enhanced Dwarven Crossbow(Crossbow only) +12 pts per weapon&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin(Hero of Skyrim) may replace his armor or unarmored clothing with one of the following:&lt;br /&gt;
&lt;br /&gt;
*Master&#039;s Robes +15 pts&lt;br /&gt;
*Nordic Relic Armor +20 pts&lt;br /&gt;
*Dragonscale Armor +20 pts&lt;br /&gt;
*Dragonbone Armor +25 pts&lt;br /&gt;
*Daedric Armor +30 pts&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin(Hero of Skyrim) may take an additional spell:&lt;br /&gt;
&lt;br /&gt;
*Any spell from the army spell list other than Summon Daedra +18 pts&lt;br /&gt;
*Summon Flame Atronach (cast on 8+) (+15 pts)&lt;br /&gt;
*Summon Frost Atronach (cast on 12+) (+30 pts)&lt;br /&gt;
*Summon Storm Atronach (cast on 15+) (+50pts) &lt;br /&gt;
*Summon Dremora Lord (cast on 22+) (+130pts)(summons a Markynaz) &lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Stubborn, Dragonborn, Eternal Warrior, Tongue&lt;br /&gt;
&lt;br /&gt;
Mighty Deeds: Fight All Our Lives. In addition to this one, he has a unique Mighty Deed:&lt;br /&gt;
&lt;br /&gt;
Dragonslayer: The Dovahkiin has Preferred Enemy(Dragons) and is immune to Fear, Terror and Panic. If his unit is caught in a sweeping advance, they are not destroyed, but instead remain locked in combat and takes No Retreat wounds as if they had lost the combat while Fearless.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin may take a Guardian Stone Blessing for +10 pts.&lt;br /&gt;
&lt;br /&gt;
Shouts:&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin knows the following Shouts:&lt;br /&gt;
&lt;br /&gt;
Unrelenting Force, Fire Breath, Whirlwind Sprint.&lt;br /&gt;
&lt;br /&gt;
The Dovahkiin(Hero of Skyrim) also knows the Shouts Dragonrend(see below) and Clear Skies. He may take additional Shouts from the rulebook with Cooldown 1 or less for +10 points each, Cooldown 2 for +20 pts each, and Cooldown 3 or higher for +30 pts each. He may take the shout Call of Valor for +20 pts(see below).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dovahkiin Armory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Dawn Axe: This is a Hand Weapon that re-rolls failed wounds against Vampires.&lt;br /&gt;
&lt;br /&gt;
Dawn Hammer: This is a War Hammer that re-rolls failed wounds against Vampires.&lt;br /&gt;
&lt;br /&gt;
Enhanced Crossbow: This weapon strikes with +2 AP.&lt;br /&gt;
&lt;br /&gt;
Dwarven Crossbow: This weapon strikes with +1 S.&lt;br /&gt;
&lt;br /&gt;
Enhanced Dwarven Crossbow: This weapon strikes with +1 S +2 AP.&lt;br /&gt;
&lt;br /&gt;
Dragonbone Weapon: This weapon strikes with +2 Strength +3 AP.&lt;br /&gt;
&lt;br /&gt;
Dawnguard Armor: This is Light Armor(6+) that grants a 4+ Ward Save against spells cast by Vampires.&lt;br /&gt;
&lt;br /&gt;
Dawnguard Heavy Armor: This is Heavy Armor(5+) that grants a 4+ Ward Save against spells cast by Vampires.&lt;br /&gt;
&lt;br /&gt;
Dragonscale Armor: This is Light Armor(4+) that grants bearer a 3+ Ward Save against flame damage.&lt;br /&gt;
&lt;br /&gt;
Dragonbone Armor: This is Heavy Armor(3+) the grants bearer a 3+ Ward Save against flame damage.&lt;br /&gt;
&lt;br /&gt;
Runic Sun-Axe: Artifact. This is a Runic hand weapon that ignores Feel No Pain. Rolls of 6 to hit with this weapon against units containing one or more undead cause two additional rolls to wound to be made against that unit. Those two additional wounds are considered to hit the unit, and must be allocated to Undead.&lt;br /&gt;
&lt;br /&gt;
Runic Inferno Hammer: Artifact. This is a Runic War Hammer that ignores Feel No Pain. If bearer is not engaged in combat, and has the Runic Inferno Hammer equipped, he may strike the ground with it after his unit marches or shoots during the shooting phase. If he does so, he automatically casts the spell Fire Rune without having to roll; he may do this even if he does not know the spell, he does not have enough power dice, or even if he is silenced. The range is always 3&amp;quot; for this casting, regardless of modifiers.&lt;br /&gt;
&lt;br /&gt;
Blazing Rune-Shield: Artifact. This is Shield. If bearer successfully makes an armor save, and is locked in combat with an enemy unit containing one or more vampires, each enemy unit bearer is locked in combat with takes D3 S4AP0 hits. These hits can only be allocated to Vampires in that unit.&lt;br /&gt;
&lt;br /&gt;
The Shield of Ysgramor: Shield, Artifact. The ancient shield of Ysgramor may only be wielded by the Harbinger of the Companions or by the Dovahkiin himself. Bearer has +1 Wound and a 4+ Ward save against spell damage.&lt;br /&gt;
&lt;br /&gt;
Wuuthrad: Artifact, Battle Axe. The mighty axe of Ysgramor himself may only be wielded by the Harbinger of the Companions or by the Dovahkiin. Wuuthrad is a Master-Crafted Runic Battle Axe that strikes with +2 Strength, and re-rolls all failed wounds against Elves(including Falmer, but not including Orcs). The sight of such a mythic weapon, reforged after millennia, causes all friendly units from this army book within 6&amp;quot; of wielder to become Fearless.&lt;br /&gt;
&lt;br /&gt;
Spells:&lt;br /&gt;
&lt;br /&gt;
Sun Fire: Restoration, cast on 4+, shooting attack, 1-handed. Move and Fire 1, range 18&amp;quot;. This spell has no effect on the living. Against the Undead, it strikes at S4 AP0, Ignores Feel No Pain.&lt;br /&gt;
&lt;br /&gt;
Shouts:&lt;br /&gt;
&lt;br /&gt;
JOOR ZAH FRUL! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Mortal&#039;&#039;-&#039;&#039;Finite&#039;&#039;-&#039;&#039;&#039;Temporary&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Dragonrend: In the age of Alduin&#039;s tyranny, the Shout Dragonrend was crafted not by Dragons but by mortals. Turning the Dragons&#039; own power over time and reality against them, the Shout Dragonrend forces a Dragon&#039;s soul to glimpse mortal, if only for a brief moment. The Dragon&#039;s powers are drained, and it falls to the ground, feeling a fear that it could never have imagined before. It is only with the secret of this Shout that the Dovahkiin was able to stand as an equal against dread Alduin.&lt;br /&gt;
&lt;br /&gt;
This Shout may be used at the beginning of any movement phase, and targets a Dragon within 24&amp;quot; and Line of Sight of the Dovahkiin. That Dragon takes a S5AP0 hit, and may not use Hit and Run, march or Fly until the end of next turn. In addition, it is reduced to Initiative 1 and must take Shout tests to use its Shouts, until the end of next turn. If it fails the Shout test, it may not use Shouts while under the effect of Dragonrend for the rest of the game..&lt;br /&gt;
&lt;br /&gt;
Cooldown 1.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
HUN KAAL ZOOR!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hero&#039;&#039;-&#039;&#039;Champion&#039;&#039;-&#039;&#039;Legend&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Call of Valor: It was in the mists of Sovngarde itself, at the gates of the Hall of Shor high in Aetherius, that the Dovahkiin challenged Alduin on the eve of the dragon&#039;s victory. At his side fought three heroes of old, the very ones who had created the Shout Dragonrend, and banished Alduin into to the strands of time aeons ago. It was then that Alduin fell by the hands of these four heroes. The god Tsun, Shield-Thane of Shor, granted these three heroes the power to one day return to Mundus for a short time, that they might aid the Dovahkiin should the need be dire. When the Dovahkiin shouts the Call of Valor, one of the three heroes is summoned to fight at his side once more.&lt;br /&gt;
&lt;br /&gt;
This Shout may be used at the beginning of any movement phase. Until the end of next turn, the spirit of an honored hero is called upon to fight by the side of the Dovahkiin; that hero grants the Dovahkiin additional special rules until the end of next turn. Choose the hero each time you use the Shout:&lt;br /&gt;
&lt;br /&gt;
Gormlaith Golden-Hilt: The shield-maiden Gormlaith grants the Dovahkiin Frenzy, Fearless, and makes 4 attacks at Strength 5 AP1 magic damage Initiative 4 each round of combat; these attacks count as coming from the Dovahkiin&#039;s model, but are made separately, not using his profile or equipment.&lt;br /&gt;
&lt;br /&gt;
Felldir the Old: It was Felldir the Old, gifted in magic, who used the Elder Scroll to seal Alduin away in time until the Fourth Era. Calling upon Felldir immediately grants the Dovahkiin 3 Power Dice, and elemental weapons(including spells) used by the Dovahkiin strike at +1 Strength. Felldir makes 2 attacks at S6 AP1 magic damageInitiative 3 Critical Strike each round of combat; these attacks count as coming from the Dovahkiin&#039;s model, but are made separately, not using his profile or equipment.&lt;br /&gt;
&lt;br /&gt;
Hakon One-Eye: Hakon is a mighty and tireless warrior. Hakon makes 4 attacks at Strength 7 AP3 magic damage Initiative 1 each round of combat; these attacks count as coming from the Dovahkiin&#039;s model, but are made separately, not using his profile or equipment.&lt;br /&gt;
&lt;br /&gt;
Cooldown 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Odahviing&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dragon Odahviing may be taken as an Elite choice in an army containing the Dovahkiin(Hero of Skyrim) for +225 points.&lt;br /&gt;
&lt;br /&gt;
Skirmish, Monstrous Creature, Flyer, Dragon. Single Model.&lt;br /&gt;
&lt;br /&gt;
50mm x 100mm base.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Name&lt;br /&gt;
! WS&lt;br /&gt;
! BS&lt;br /&gt;
! S&lt;br /&gt;
! T&lt;br /&gt;
! W&lt;br /&gt;
! I&lt;br /&gt;
! A&lt;br /&gt;
! Ld&lt;br /&gt;
! Mg&lt;br /&gt;
! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Odahviing&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 10&lt;br /&gt;
| 0&lt;br /&gt;
| 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Wargear:&lt;br /&gt;
&lt;br /&gt;
Odahviing is covered in dragonhide - scales that are tougher than steel, yet flow fluidly with his movement. This gives him an armor save as indicated in their profile. Their claws have the &#039;&#039;critical strike&#039;&#039; rule.&lt;br /&gt;
&lt;br /&gt;
Special Rules:&lt;br /&gt;
&lt;br /&gt;
Odahviing is a Character.&lt;br /&gt;
&lt;br /&gt;
It&#039;s Coming from Above!: Odahviing lurks in his eyrie, or else wanders the skies, until called to battle by the Dovahkiin. Odahviing always arrives by Deep Strike. If while arriving in this manner Odahviing would land on a friendly model, or land on an enemy unit, or land on impassable(or lethal) terrain, shorten the distance he scatters to place him as close as possible to that model, unit or terrain without triggering a mishap( or landing in lethal terrain).&lt;br /&gt;
&lt;br /&gt;
Serve the Strongest: Odahviing will only pledge his aid to the warrior with the mightiest Thu&#039;um in the world; after the fall of Alduin, this happens to be the Dovahkiin. If the Dovahkiin is removed as a casualty, remove Odahviing from the game as a casualty as well; his service is fulfilled.&lt;br /&gt;
&lt;br /&gt;
Shouts:&lt;br /&gt;
&lt;br /&gt;
Unrelenting Force, Swallow Shout, Fire Breath, Frost Breath, Clear Skies&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Race of the Dovahkiin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following rules are also in effect, based upon the Dovahkiin&#039;s choice of race:&lt;br /&gt;
&lt;br /&gt;
*Nord: Use the default rules shown above. The Dovahkiin may purchase a Mighty Deed from the Heroes section for +8 points, and a Mighty Deed from the Warriors section for +7 points.&lt;br /&gt;
&lt;br /&gt;
*Imperial: The forces of the Aldmeri Dominion become Desperate Allies. You win ties on the roll to go first. The Dovahkiin is not stubborn, but his unit may always rally regardless of the number of losses, and may shoot or march the turn it reforms in the movement phase.&lt;br /&gt;
&lt;br /&gt;
*Breton: The Forsworn become Desperate Allies. Alter the Dovahkiin&#039;s base profile so that he loses Stubborn, and has -1 Attacks and +1 Magicka. He may purchase a second additional spell from the armory(see above).&lt;br /&gt;
&lt;br /&gt;
*Redguard: Redguards of Hammerfell become Trusted Allies. Alter the Dovahkiin&#039;s base profile so that he has +1 Weapon Skill, +1 Attacks and -1 Magicka. The Dovahkiin loses Stubborn.&lt;br /&gt;
&lt;br /&gt;
*Altmer: The forces of the Aldmeri Dominion become Desperate Allies. Tribes of Valenwood become Grudging Allies. Alter the Dovahkiin&#039;s base profile so that he loses Stubborn, has -1 Strength, -1 Toughness, -1 Weapon Skill, and +2 Magicka. He may purchase a second additional spell from the armory(see above).&lt;br /&gt;
&lt;br /&gt;
*Bosmer: The forces of the Aldmeri Dominion become Desperate Allies. Tribes of Valenwood become Grudging Allies. Alter the Dovahkiin&#039;s base profile so that he loses Stubborn, has -1 Strength, -1 Toughness, -1 Weapon Skill, +1 Ballistic Skill, and +2 Initiative.&lt;br /&gt;
&lt;br /&gt;
*Dunmer: All Great Houses of Morrowind(other than Telvanni) become Trusted Allies. House Telvanni becomes a Desperate Ally. The Dovahkiin loses Stubborn, and may purchase up to two Destruction spells instead of his normal additional spell, for +10 points each.&lt;br /&gt;
&lt;br /&gt;
*Orc: Goblin-Ken become Grudging Allies.&lt;br /&gt;
&lt;br /&gt;
*Khajiit: Warriors of Elsweyr become Grudging Allies. The Dovahkiin gets -1 Strength, -1 Toughness, +2 Initiative, loses Stubborn and gains Fleet of Foot.&lt;br /&gt;
&lt;br /&gt;
*Argonian: The Dovahkiin loses Stubborn and gains Regeneration(6+).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
===Basic Equipment===&lt;br /&gt;
&lt;br /&gt;
The following is a list of the base items found in the Holds of Skyrim army unique to this army book. Items not listed here are found in the Scrollhammer Rulebook.&lt;br /&gt;
&lt;br /&gt;
Nordic Relic Armor is ancient armor of incredible strength, crafted only by one of the finest smiths in history. Heavy Armor(3+).&lt;br /&gt;
&lt;br /&gt;
Adept&#039;s Robes are unarmored clothing that give +1 Mg.&lt;br /&gt;
&lt;br /&gt;
Master&#039;s Robes are unarmored clothing that give +2 Mg.&lt;br /&gt;
&lt;br /&gt;
Wizard&#039;s Staff is a staff which lets its bearer reroll 1 Power Die per game turn(you must abide by the second result).&lt;br /&gt;
&lt;br /&gt;
Skyforge Steel weapons are weapons of exceptional power crafted at the ancient forge atop the city of Whiterun. Only melee weapons can be Skyforge Steel. They strike at +1 Strength. &lt;br /&gt;
&lt;br /&gt;
Runic Weapons are ancient weapons of might, forged long ago of an art long forgotten. Covered in runes, and made strong through mysterious enchantments and steel honed to perfection, they strike with +1 Strength +1 AP, and are Otherworldly.&lt;br /&gt;
&lt;br /&gt;
Huntsman&#039;s Cowls are non-magic Helms that grant Stealth to models wearing them.&lt;br /&gt;
&lt;br /&gt;
===Mounts===&lt;br /&gt;
&lt;br /&gt;
Warhorse: Models riding a Warhorse count as Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack. Mounted models use a 25mm x 50mm base size.&lt;br /&gt;
&lt;br /&gt;
Riding Horse: Models riding Riding Horses count as Fast Cavalry. They provide +1 T to their riders for being armored, as well as providing an extra attack. Mounted models use a 25mm x 50mm base size.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Items===&lt;br /&gt;
&lt;br /&gt;
The Magic Items available to a Holds of Skyrim Army are sorted into several categories. Classes of weapons, staves, light armor, heavy armor, and shields may only be taken by a model which is holding that type of item, and replaces the one he is holding. A model may take up to 3 consumables. Other items can be taken freely. Certain items may be further restricted to a particular model. Daedric Artifacts are included in the Artifacts supplement of the Core Rules, and are taken wherever specified for a model.&lt;br /&gt;
&lt;br /&gt;
Items listed as upgrades are enchantments that may be taken as a bonus on a weapon that has not already been enchanted; their cost is in addition to any other costs for the item. Items not listed as upgrades are replacements; their full cost is whatever amount is marked, and they may not be upgraded further. (Replacements are only available to models which could take that class of item to begin with).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Weapons and Staves====&lt;br /&gt;
&lt;br /&gt;
Lunar Weapon: Weapon upgrade for +5 pts. This weapon strikes at +1 Strength while Night Fighting is active.&lt;br /&gt;
&lt;br /&gt;
Holy Weapon: Weapon upgrade for +7 pts. Bearer gains Preferred Enemy (Undead).&lt;br /&gt;
&lt;br /&gt;
Weapon of Flames: Weapon upgrade for +8 pts. Weapon deals Flame damage and has Shred. May be upgraded again to a weapon of Incineration for +12 pts, granting it Multiple Wounds(d3).&lt;br /&gt;
&lt;br /&gt;
Weapon of Sparks: Weapon upgrade for +8 pts. Weapon deals Shock damage and has Magicka Drain(1) on striking. May be upgraded again to a weapon of Lightning for +12 pts, causing it to resolve a S3AP0 shock hit with Magicka Drain(1) against the enemy unit for each unsaved wound it inflicts(whose wounds generate further similar hits until no wounds are dealt).&lt;br /&gt;
&lt;br /&gt;
Weapon of Frost: Weapon upgrade for +8 pts. Weapon deals Frost damage, and models hit are Chilled until the end of next turn. May be upgraded again to a weapon of Blizzards for +12 pts, causing it to ignore armor saves.&lt;br /&gt;
&lt;br /&gt;
Weapon of Striking: Melee weapons only, upgrade. +10 pts. Attacks with this weapon get +1 to hit.&lt;br /&gt;
&lt;br /&gt;
Weapon of the Vampire: Weapon upgrade for +10 pts. This weapon has Absorb Health(6+)&lt;br /&gt;
&lt;br /&gt;
Weapon of the Sorcerer: Weapon upgrade for +10 pts. For each successful wound dealt with weapon, bearer gains a bonus Power Die when his power dice are replenished next turn.&lt;br /&gt;
&lt;br /&gt;
Weapon of Dismay: Weapon upgrade for +10 pts. Morale checks taken against casualties inflicted by one or more Weapons of Dismay are given a -1 modifier. This does not stack multiple times on the same unit.&lt;br /&gt;
&lt;br /&gt;
Weapon of Might: Melee weapons only, upgrade. +10 pts. Strikes at +1 Strength. &lt;br /&gt;
&lt;br /&gt;
Staff of Magelight: Staff. Night Fighting never grants a cover save better than +1 against bearers unit&#039;s shots. +7 pts.&lt;br /&gt;
&lt;br /&gt;
Staff of Daedric Command: Staff. Each time a Daedra would assign any number of attacks, hits or wounds directly to wielder, or assign Precision hits or wounds to wielder, it must pass a Leadership test on its own value. If it fails, those attacks, hits or wounds are cancelled this phase(it may not assign them elsewhere this phase) +10 pts.&lt;br /&gt;
&lt;br /&gt;
Staff of Arcane Authority: Staff. Wielder causes Fear. +13 pts.&lt;br /&gt;
&lt;br /&gt;
Staff of Flames: Staff. Wielder gets +3 to casting spells with a Flame effect. +13 pts.&lt;br /&gt;
&lt;br /&gt;
Staff of Frostbite: Staff. Wielder gets +3 to casting spells with a Frost effect. +13 pts.&lt;br /&gt;
&lt;br /&gt;
Staff of Sparks: Staff. Wielder gets +3 to casting spells with a Shock effect. +13 pts.&lt;br /&gt;
&lt;br /&gt;
Staff of the Healing Hand: Staff. Wielder gets +3 to casting spells with a Heal effect. +13 pts.&lt;br /&gt;
&lt;br /&gt;
Staff of Inspiration: Staff. Wielder may discard 2 Power Dice to re-roll failed morale checks. +16 pts.&lt;br /&gt;
&lt;br /&gt;
Bow of the Hunt: Artifact, Short Bow. Strikes at +2 Strength against creatures with Bestial Instinct. +10 pts.&lt;br /&gt;
&lt;br /&gt;
Windshear: Artifact, hand weapon. Enemy units suffering one or more unsaved wounds from this weapon strike at Initiative 1 until the end of next turn. +15 pts&lt;br /&gt;
&lt;br /&gt;
Bolar&#039;s Oathblade: Artifact, Dagger. Morale checks taken against casualties inflicted by Bolar&#039;s Oathblade are given a -1 modifier. Enemies in base contact with wielder lose their charge bonus. +15 pts.&lt;br /&gt;
&lt;br /&gt;
Trollsbane: Artifact, War Hammer. Trollsbane deals Flame Damage to Trolls, and may re-roll failed wounds against Trolls. +16 pts(+4 pts for a model that using a War hammer for no points cost)&lt;br /&gt;
&lt;br /&gt;
Aegisbane: Artifact, War Hammer. Aegisbane deals Frost Damage, and ignores the armor saves granted by shields. Its strikes cannot be parried. An enemy unit suffering one or more wounds by Aegisbane gets -1 to its roll to Sweeping Advances and to its movement, until the end of the next turn. +20 pts(+8 pts for a model using a War Hammer for no points cost)&lt;br /&gt;
&lt;br /&gt;
Grimsever: Artifact, Glass hand weapon. Deals Frost damage. Grimsever Chills on striking and ignores armor saves. +22 pts&lt;br /&gt;
&lt;br /&gt;
Chillrend: Artifact, hand weapon. Weapon strikes at +1S, ignores armor, and deals Frost damage. Wounded models are Paralyzed until the end of next turn. +25 pts. &lt;br /&gt;
&lt;br /&gt;
The Longhammer: Artifact, War Hammer. The Longhammer&#039;s wielder strikes at full initiative in close combat. +30 pts(+18 pts for a model using a War Hammer for no points cost)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Armor and Shields====&lt;br /&gt;
&lt;br /&gt;
Armour of Resist Element: Armour upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Armour of Elemental Negation for +15 pts, giving that same element -1 to wound against bearer.&lt;br /&gt;
&lt;br /&gt;
Flame/Shock/Frost Guard Robe: Unarmored Clothing upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer has a 5+ Ward save (or +2 to his Ward Save) against that element. May be upgraded again to Flame/Shock/Frost Eater Robe for +15 pts, giving that element -1 to wound against bearer. &lt;br /&gt;
&lt;br /&gt;
Armor of Dwindling Magic. Armor upgrade for +8 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.&lt;br /&gt;
&lt;br /&gt;
Armor of Might: Armor upgrade for +15 pts. Bearer has +1 S.&lt;br /&gt;
&lt;br /&gt;
Shield of Blocking: Shield upgrade for +5 pts. Bearer may take an Initiative test each phase that he suffers one or more wounds from a shooting attack, before rolling saves. If bearer passes, and has a hand weapon that can normally be used to parry, he may use Parry against shooting attacks this phase(even if it came from a Monstrous Creature or a model with more than twice his WS). He may not, however, Parry any shooting attack that does not roll to hit in the normal manner.&lt;br /&gt;
&lt;br /&gt;
Shield of Resist Element: Shield upgrade for +5 pts. Choose Flame, Shock or Frost. Bearer gets +1 to his armour save against that element. May be upgraded again to shield of Elemental Negation for +10 pts, giving bearer Feel No Pain against that element. &lt;br /&gt;
&lt;br /&gt;
Shield of Dwindling Magic: Shield upgrade for +10 pts. Bearer has a 6+ Ward save (or +1 to his ward save) against spell damage.&lt;br /&gt;
&lt;br /&gt;
The Targe of the Bloodied: Shield, Artifact. While wielding this shield in close combat, for each 6 that bearer rolls on his armor save, he may immediately make an attack with the Targe, treating it as a basic close combat weapon. +10 pts.&lt;br /&gt;
&lt;br /&gt;
Helm of the Knight: Helm. Once per game, bearer may re-roll a failed armor save. +5 pts.&lt;br /&gt;
&lt;br /&gt;
Diadem of the Savant: Helm. Once per game, bearer may add +3 to all his rolls to cast spells this turn. +12 pts.&lt;br /&gt;
&lt;br /&gt;
Gauntlets of Sure Grip: Gauntlet. Bearer gets +1 WS while using a 2-handed non-spell melee weapon. +12 pts.&lt;br /&gt;
&lt;br /&gt;
Gauntlets of Wielding: Gauntlet. Bearer gets +1 WS while using a 1-handed non-spell melee weapon. +12 pts.&lt;br /&gt;
&lt;br /&gt;
Gauntlets of Archery: Gauntlet. Bearer gets +1 BS while using a non-spell ranged weapon. +20 pts.&lt;br /&gt;
&lt;br /&gt;
Belt of the North: Belt. Once per game, bearer may make a Feel No Pain roll, or increase an existing Feel No Pain roll to a 2+. +5 pts.&lt;br /&gt;
&lt;br /&gt;
Braid of Severed Tongues: The tongues of mighty beasts are cut out by warriors in a long string, through which the Thu&#039;um is channeled. Belt. Once per game, bearer may re-roll a failed Shout test. +6 pts.&lt;br /&gt;
&lt;br /&gt;
====Other Items====&lt;br /&gt;
&lt;br /&gt;
Amulet of the Knight: Once per game, bearer may add +1 to a single armor save roll(a base roll of 1 still always fails). +5 pts.&lt;br /&gt;
&lt;br /&gt;
Amulet of Talos: Once per game, bearer may reduce the cooldown number of a Shout he is attempting to make by 1(to a minimum of 1). +12 pts.&lt;br /&gt;
&lt;br /&gt;
Amulet of Protection: Bearer has a 6+ ward save. +15 pts.&lt;br /&gt;
&lt;br /&gt;
Ring of Archery: Once per game, bearer may re-roll a missed attack with a non-spell ranged weapon. +2 pts.&lt;br /&gt;
&lt;br /&gt;
Ring of Wielding: Once per game, bearer may re-roll a missed attack with a non-spell 1-handed melee weapon. +2 pts.&lt;br /&gt;
&lt;br /&gt;
Ring of Sure Grip: Once per game, bearer may re-roll a missed attack with a non-spell 2-handed melee weapon. +2 pts.&lt;br /&gt;
&lt;br /&gt;
Elemental Ring: Bearer has a 5+ Ward Save against Flame, Frost and Shock attacks. +20 pts.&lt;br /&gt;
&lt;br /&gt;
Tome of the Rune Master: Artifact. Bearer may place markers for Rune spells at a range of up to 18&amp;quot;, and may re-roll failed attempts at casting Rune Spells(he must abide by the second result). +20 pts.&lt;br /&gt;
&lt;br /&gt;
Tome of the Power of the Elements: Artifact. Bearer knows the spells Firestorm, Lightning Storm and Blizzard in addition to his other spells. He gets +3 to his attempts to cast these spells. +80 pts.&lt;br /&gt;
&lt;br /&gt;
====Consumables====&lt;br /&gt;
&lt;br /&gt;
Consumables are available to all models which can purchase magic items. Consumables are 0-3. Scrolls can be read as many at a time as available at times where a model is casting spells with both hands. Scrolls autocast the spell written on them. Potions may be drunk once per player turn at the start of the turn.&lt;br /&gt;
&lt;br /&gt;
Scrolls:&lt;br /&gt;
&lt;br /&gt;
Scrolls are available for all spells in the army spell list except Summon/Necromancy spells.&lt;br /&gt;
&lt;br /&gt;
Scroll of Cast on 4+ or Lower Spell: +5 pts&lt;br /&gt;
&lt;br /&gt;
Scroll of Cast on 5-8+ spell: +10 pts&lt;br /&gt;
&lt;br /&gt;
Scroll of Cast on 9-12+ spell: +20 pts&lt;br /&gt;
&lt;br /&gt;
Scroll of Cast on 13-19+ spell: +30 pts&lt;br /&gt;
&lt;br /&gt;
Scroll of Cast on 20-25+ spell: +45 pts&lt;br /&gt;
&lt;br /&gt;
Scroll of Cast on 26+ or Higher spell: +60 pts &lt;br /&gt;
&lt;br /&gt;
Potions:&lt;br /&gt;
&lt;br /&gt;
The following potions are available to this army:&lt;br /&gt;
&lt;br /&gt;
Potion of Healing: Heals drinker on a d6 5+ on consumption. +5 pts&lt;br /&gt;
&lt;br /&gt;
Potion of Magicka: Replenishes 1 Power Die on consumption. May be consumed at any time. +4 pts &lt;br /&gt;
&lt;br /&gt;
Potion of Feather: Drinker is not encumbered by his armor this turn. +1 pts &lt;br /&gt;
&lt;br /&gt;
Potion of Invisibility: Drinker is Invisible this turn. +12 pts &lt;br /&gt;
&lt;br /&gt;
Potion of Cure Disease: Cures all Disease from caster&#039;s unit. +6 pts&lt;br /&gt;
&lt;br /&gt;
Potion of Dispel: Remove all ongoing magical effects from caster&#039;s unit. +10 pts&lt;br /&gt;
&lt;br /&gt;
Potion of Resist Element: Choose Flame/Frost/Shock when purchasing this for your army list. Grants Feel No Pain to drinker against that element this turn. +4 pts&lt;br /&gt;
&lt;br /&gt;
Potion of Antivenom: Grants Feel No Pain against Poisoned attacks to drinker this player turn. +4 pts&lt;br /&gt;
&lt;br /&gt;
Potion of Resistance: Drinker is unaffected by disease this player turn. +3 pts &lt;br /&gt;
&lt;br /&gt;
Philter of the Knight: Drinker may re-roll a failed armor save this player turn. +4 pts&lt;br /&gt;
&lt;br /&gt;
Philter of the Berserker: Drinker gains +1 WS this player turn. +4 pts&lt;br /&gt;
&lt;br /&gt;
Philter of True Shot: Drinker gains +1 BS this player turn. +4 pts&lt;br /&gt;
&lt;br /&gt;
Strong Mead: Drinker gains +1 additional Attack as part of his charge bonus, but gets -1 Ld this turn. +2 pts&lt;br /&gt;
&lt;br /&gt;
Ice Wraith Essence: Frost damage gets -1 to wound against drinker this turn. +4 pts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Way of the Voice==&lt;br /&gt;
&lt;br /&gt;
Many units in a Holds of Skyrim army use the Thu&#039;um. The rules for the Thu&#039;um, as well as a list of Shouts available, are found here:&lt;br /&gt;
&lt;br /&gt;
http://1d4chan.org/wiki/Scrollhammer_Rulebook#The_Power_of_the_Thu.27um&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
&lt;br /&gt;
The following spells are available to wizards in the Holds of Skyrim army:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===School of Destruction===&lt;br /&gt;
&lt;br /&gt;
Flames: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S2 AP0, Fire and Charge 2, range 6&amp;quot;, flame. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a flame spell weapon.&lt;br /&gt;
&lt;br /&gt;
Sparks: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6&amp;quot;, shock, Magicka Drain(1) on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a shock spell weapon with Magicka Drain(1) on striking.&lt;br /&gt;
&lt;br /&gt;
Frostbite: Cast on 3+, 1-handed. May be fired as a shooting attack with the following profile: S1 AP0, Fire and Charge 2, range 6&amp;quot;, frost, chills on striking. May be cast during the close combat phase instead; in this case, it counts as hand weapon(but can only be dual wielded with a non-spell weapon) that is a frost spell weapon with Chills on striking.&lt;br /&gt;
&lt;br /&gt;
Firebolt: Cast on 3+. Shooting attack. S3 AP0, Move and Fire 1,range 18&amp;quot;, flame.&lt;br /&gt;
&lt;br /&gt;
Shock: Cast on 4+. Shooting attack. S3 AP0, range 18&amp;quot;, Move and Fire 1, Magicka Drain(1) on striking, shock.&lt;br /&gt;
&lt;br /&gt;
Ice Spike: Cast on 4+, shooting attack. S3 AP0, range 18&amp;quot;, Move and Fire 1, Chills on striking, frost. &lt;br /&gt;
&lt;br /&gt;
Chain Lightning: Cast on 8+, shooting attack. S3 AP0, Move and Fire 1, Range 24&amp;quot;, shock. Hits from Chain Lightning cause Magicka Drain(1). For each unsaved wound, the targeted unit takes an additional hit. These additional hits, if they wound, generate additional hits of their own, and so on.&lt;br /&gt;
&lt;br /&gt;
Fire Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12&amp;quot; of caster. If an enemy unit moves, marches or charges to anywhere within 3&amp;quot; of the marker, that unit takes S4AP0 flame hits equal to the number of models in that unit within 3&amp;quot; of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
Thunder Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12&amp;quot; of caster. If an enemy unit moves, marches or charges to anywhere within 3&amp;quot; of the marker, that unit takes S3AP0 shock hits that cause Magicka Drain(1) equal to the number of models in that unit within 3&amp;quot; of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
Ice Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12&amp;quot; of caster. If an enemy unit moves, marches or charges to anywhere within 3&amp;quot; of the marker, that unit takes S3AP0 frost hits that Chill on striking equal to the number of models in that unit within 3&amp;quot; of the marker. Remove the marker once this damage is resolved or at the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
Fireball: Cast on 9+, shooting attack. S4 AP1 Blast, Move and Fire 1, Range 24&amp;quot;, flame.&lt;br /&gt;
&lt;br /&gt;
Ice Storm: Cast on 9+, shooting attack. S3 AP3, Template, Fire and Charge 1, frost.&lt;br /&gt;
&lt;br /&gt;
Lightning Bolt: Cast on 10+, shooting attack. S7 AP0, Move and Fire 1, Range 48&amp;quot;, hit causes Magicka Drain(1), shock.&lt;br /&gt;
&lt;br /&gt;
Incinerate: Cast on 11+. Shooting attack. S5 AP1, Move and Fire 1, Range 36&amp;quot;, Multiple Wounds(d3), flame.&lt;br /&gt;
&lt;br /&gt;
Icy Spear: Cast on 11+, Shooting attack. S5 AP5, Move and Fire 1. Range 36&amp;quot;, model hit strikes at Initiative 1 this turn, frost&lt;br /&gt;
&lt;br /&gt;
Flame Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S5AP0 flame hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model.&lt;br /&gt;
&lt;br /&gt;
Lightning Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S4AP0 shock hit at Initiative 10 each round of combat, until the beginning of your next turn. Models hit suffer Magicka Drain(1). Only one Cloak can be active at once on a model.&lt;br /&gt;
&lt;br /&gt;
Frost Cloak: Cast on 14+, cast any time, Cloak. Enemy models in base contact with caster(and enemy models in base contact with those) take a S3AP5 frost hit at Initiative 10 each round of combat, until the beginning of your next turn. Only one Cloak can be active at once on a model.&lt;br /&gt;
&lt;br /&gt;
Wall of Flames: Cast on 16+. Shooting attack. Large Blast, Move or Fire 1, Range 12&amp;quot;. This shooting attack does not have to target a unit; the rest of caster&#039;s unit not also shooting a weapon that does not have to target a unit cannot shoot or run this round as per the normal rules. Instead simply target a spot on the table(within range, and no friendly models underneath) with all models in the unit that can target in this way, and roll for scatter. Note exactly where the large blast marker hits. The marker remains in play where it lands until your next turn, affecting everyone underneath it; it represents a wall of flames. At the end of each turn, while the wall lasts, each model with any part of its base underneath it takes a S4 AP1 Ignores Cover flame hit. Each model that was underneath it(with any part of its base) at any point during this player turn then takes a S3 AP0 Ignores Cover flame hit. At the beginning of your next turn, remove the wall from play. &lt;br /&gt;
&lt;br /&gt;
Lightning Storm: Cast on 19+, shooting attack. S5 AP6. Move or Fire 2d6(roll each time), Range 72&amp;quot;, hits causes Magicka Drain(1), shock. &lt;br /&gt;
&lt;br /&gt;
Firestorm: Cast on 20+. May only be cast during your shooting phase. A model casting Firestorm cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Place the Large Blast Marker over caster so that the center circle is entirely within caster&#039;s base. Every enemy unit under the marker is hit once for each model under it. These hits are S8 AP1, Shred, Ignores Cover, Multiple Wounds(d6), flame. &lt;br /&gt;
&lt;br /&gt;
Blizzard: Cast on 27+. Cast Blizzard during your shooting phase. A model casting Blizzard cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Weather effect. Until the end of next turn, all enemy models within 12&amp;quot; of caster take a S4AP0 frost hit at the beginning of every phase that Chills them until the end of next turn. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===School of Conjuration===&lt;br /&gt;
&lt;br /&gt;
Bound Sword: Cast on 4+, 1-handed, close combat phase. Equips a Bound hand weapon in casting hand until end of turn.&lt;br /&gt;
&lt;br /&gt;
Bound Armour: Cast on 4+, movement phase. Caster&#039;s armor or robe is replaced by magic Heavy Armour(5+) until end of turn.&lt;br /&gt;
&lt;br /&gt;
Bound Helm: Cast on 4+, 1-handed, movement phase. Caster&#039;s Helm(or lack thereof) is replaced by a magic Helm with &amp;quot;bearer may re-roll one failed armour saving throw of 1 per turn&amp;quot; until end of turn.&lt;br /&gt;
&lt;br /&gt;
Bound Dagger: Cast on 4+, 1-handed, close combat phase. Equips a Bound Dagger in casting hand until end of turn.&lt;br /&gt;
&lt;br /&gt;
Bound Shield: Cast on 4+, 1-handed, movement phase. Equips a Shield in casting hand until end of turn.&lt;br /&gt;
&lt;br /&gt;
Bound Spear: Cast on 4+, 1-handed, close combat phase. Equips a Bound Spear in casting hand until end of turn.&lt;br /&gt;
&lt;br /&gt;
Bound Bow: Cast on 6+, shooting phase. Equips a Bound Bow in both hands until end of turn.&lt;br /&gt;
&lt;br /&gt;
Bound Battleaxe: Cast on 6+, close combat phase. Equips a Bound Battleaxe in both hands until end of turn. &lt;br /&gt;
&lt;br /&gt;
Summon: (casting requirements vary) A Summoned unit is an upgrade for caster, kept in reserve, and may not enter play by any normal means. See the Scrollhammer Rulebook for further information on Summoning. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===School of Alteration===&lt;br /&gt;
&lt;br /&gt;
Magelight: Cost 1, 1-handed, may be cast any time. Caster ignores Night Fighting, and enemies ignore Night Fighting against him, this turn.&lt;br /&gt;
&lt;br /&gt;
Blade Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12&amp;quot; of caster. If an enemy unit moves, marches or charges to anywhere within 3&amp;quot; of the marker, until the beginning of your next turn friendly units that are locked in combat with that unit get +1 WS. Remove the marker at the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
Shatter Rune: Cast on 8+ during your shooting phase, Rune. Cast only if caster is not locked in combat. Place a marker within 12&amp;quot; of caster. If an enemy unit moves, marches or charges to anywhere within 3&amp;quot; of the marker, all models in that unit that are within 3&amp;quot; of the marker get -1 to their armor saves until the beginning of your next turn. Remove the marker when an enemy unit moves within 3&amp;quot; of it, or at the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
Stoneflesh: Casts on 8+. 1-handed, may be cast any time. Caster gets +1 to his armor save this turn. Multiple instances do not stack.&lt;br /&gt;
&lt;br /&gt;
Ironflesh: Casts on 12+. 1-handed, may be cast any time. Caster gets +2 to his armor save this turn. Multiple instances do not stack.&lt;br /&gt;
&lt;br /&gt;
Ebonyflesh: Casts on 16+, 1-handed, may be cast any time. Caster gets +3 to his armor save this turn. Multiple instances do not stack.&lt;br /&gt;
&lt;br /&gt;
Dragonhide: Cast on 20+, may be cast any time on a turn caster does not shoot. Caster gets Feel No Pain(2+) against non-spell damage this turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===School of Illusion===&lt;br /&gt;
&lt;br /&gt;
Rally: Cast on 8+, during your movement phase, on a fleeing unit within 36&amp;quot; and line of sight of caster. That unit may immediately attempt to rally at its full Leadership value, regardless of how many models remain.&lt;br /&gt;
&lt;br /&gt;
Paralyze: Casts on 11+. 1-handed, close combat phase, beginning of Fight sub-phase. Choose a model in base contact with caster. That model is Paralyzed this phase.&lt;br /&gt;
&lt;br /&gt;
Invisibility: Casts on 12+. Cast at the beginning of any phase. Until the beginning of your next turn, caster is Invisible.&lt;br /&gt;
&lt;br /&gt;
Call to Arms: Cast on 26+, during your movement phase. A model casting Call to Arms cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. All friendly units within 12&amp;quot; of caster gain +1 WS, +1 BS, +1 Attacks and Feel No Pain until the beginning of your next turn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===School of Mysticism===&lt;br /&gt;
&lt;br /&gt;
Soul Trap: Cast on 4+, 1-handed. Cast at the start of the Fight sub-phase during the close combat phase. Caster&#039;s attacks gain the Soul Trap special rule until end of turn. &lt;br /&gt;
&lt;br /&gt;
Detect Life: Casts on 12+. 1-handed, cast during your shooting phase. Models in target unit within 6&amp;quot; of caster that are not artillery pieces, Automatons or Undead lose all Cover Saves until end of turn.&lt;br /&gt;
&lt;br /&gt;
Detect Dead: Casts on 12+. 1-handed, cast during your shooting phase. Undead models in target unit within 6&amp;quot; of caster loses all Cover Saves until end of turn. &lt;br /&gt;
&lt;br /&gt;
===School of Restoration===&lt;br /&gt;
&lt;br /&gt;
Minor Healing: Cast on 5+ during any movement phase. Caster is Healed on a 6.&lt;br /&gt;
&lt;br /&gt;
Ward: Cast on 7+, 1-handed. Cast in response to an enemy spell which would target or immediately effect caster, caster&#039;s unit, or another one of caster&#039;s spells. If this spell is successfully cast, caster attempts to Ward the targeted spell(see the Scrollhammer Rulebook for details).&lt;br /&gt;
&lt;br /&gt;
Healing: Cast on 8+ during any movement phase. Caster is Healed on a 5+.&lt;br /&gt;
&lt;br /&gt;
Heal other: Cast on 8+ during any movement phase. Target model, other than caster, within 6&amp;quot; of caster is Healed on a 6.&lt;br /&gt;
&lt;br /&gt;
Repel Undead: Casts on 9+, at the start of any Shooting Phase. Range 6&amp;quot;, requires LOS. Target unit consisting of majority Undead must take a Morale Test(even if Fearless). If the test fails, the unit falls back, losing Fearless until they regroup. They cannot be pursued by a sweeping advance if they flee from melee combat this way. &lt;br /&gt;
&lt;br /&gt;
Shout to Talos: Casts on 18+. Any time. Caster&#039;s unit gets +1 Strength and +1 Weapon skill this phase. Multiple instances do not stack.&lt;br /&gt;
&lt;br /&gt;
Guardian Circle: Casts on 24+, during your movement phase. A model casting Guardian Circle cannot do so if it could not fire a Move or Fire weapon either, and counts as having fired a Move or Fire weapon after using it. Undead units cannot voluntarily move within 6&amp;quot; of caster until the beginning of your next turn. Caster Heals 1 wound automatically.&lt;br /&gt;
&lt;br /&gt;
[[Category:Scrollhammer]]&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Vampire_Counts&amp;diff=1011680</id>
		<title>Warhammer/Tactics/8th Edition/Vampire Counts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer/Tactics/8th_Edition/Vampire_Counts&amp;diff=1011680"/>
		<updated>2026-05-20T16:16:26Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
==Why Play Vampire Counts==&lt;br /&gt;
[[Image:Skeleton Horde by John Blanche.jpg|thumb|left|&#039;&#039;&#039;[http://www.youtube.com/watch?v=eKHAX1K4sKQ The Dead March]&#039;&#039;&#039;]] [[Image:Adrian Smith Skeletons.jpg|thumb|right|&#039;&#039;&#039;[https://www.youtube.com/watch?v=IU1Cm72NflU Your opponent will be shedding bloody tears.]&#039;&#039;&#039;]]&lt;br /&gt;
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Vampire Counts are a fun army to play but boy are they hard to play. This army is not recommended for beginners. They lack obviously OP options that [[High Elves|other armies have]] and thus aren&#039;t as subject to public shaming for playing them. They&#039;re focused on getting straight to the killing tactically, don&#039;t have to worry about demoralized troops, and their army replenishes itself fairly quickly leading to wars of attrition.&lt;br /&gt;
They&#039;re fun to play, but they have several gimmicks that have to be accounted for to play at their best. First, note that &#039;&#039;there are no shooting options in this army&#039;&#039;, effectively eliminating an entire phase. Any ranged options in this army are purely magical. Second, while you have no need to worry about the psychology of your own units you &#039;&#039;will&#039;&#039; be paying a lot of attention to the enemy&#039;s psychology because that&#039;s crucial to victory. &#039;&#039;&#039;Never forget to take a fear test or your troops lose any advantage they have.&#039;&#039;&#039; Third, magic is your bread and butter, your meat and drink, your  crossbow and hammer. You are going to be heavily reliant on magic to replenish your units and get the most advantageous fights. If you&#039;re not utterly dominating the magic phase, you&#039;re doing it wrong. There are other things to remember as well, but we&#039;ll get to them as they crop up.  They, as an army, have been made more consistent on the table and less reliant on magic and generals. They are still one of the kings of tar pitting and Vampires are still one of the top combat heroes in the entire game.&lt;br /&gt;
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As for looks and lore? Lots of ranked corpses slowly marching toward your opponent as his terrified troops struggle to fire more bullets and arrows at the hordes in a vain hope of stopping the endless tide. Shrieking spirits of the damned whirling about the battlefield consuming the warm flesh of living and adding their poor souls to their ranks. Nigh unstoppable undead beings with nightmares of feasting and world conquest, supernatural witches and tainted beings, and insane power mad mages commanding the powers of hell to do their bidding as they charge into the fray behind their minions. Absolute independence from the [[Chaos|Ruinous Powers]]. If this appeals to you, you are looking at the right army. Even in small games you will be fielding dozens of zombies and skeletons as well as some more exotic dead and undead creatures; few armies can field such numbers of fodder and only one other can field fodder that is so reluctant to stay dead. Get your brush hand ready and get comfortable as you are going to need a lot of models to field these hordes.&lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
===Lords &amp;amp; Heroes===&lt;br /&gt;
Before even glancing at this section, it must be understood that:&lt;br /&gt;
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1) Your army general must be a Wizard in the Lore of Vampires on top of being the option with the highest LD (meaning only Vampires or Necromancers, either Lord or Hero, can be used) and that the turn they die every Undead unit in the army (with the exception of those with the Vampiric special rule) takes a LD test with a failure resulting in losing Wounds equal to the amount it failed by as if the unit suffered shooting damage. Any Wizard in the Lore of Vampires can take over as general from the next turn onwards or this continues until your army is just dust and bats. &lt;br /&gt;
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2) Your Undead options must be within range of the General in order to march. Unless they have the Vampiric rule.&lt;br /&gt;
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3) The Lore of Vampires restores 1 Wound to the model of your choice within 12&amp;quot; from the Curse of Undeath lore attribute. The signature spell, Invocation of Nehek, will in almost any list you make be cast every single turn due to the fact that it resurrects D6 Wounds + wizard level to the infantry unit of your choice (other units get 1 + wizard level, with the exception of Vampiric, Ethereal, or Large Target which only get 1 Wound restored). If you pump more dice into it, you can make it into a bubble resurrecting a large chunk of your army. The most important thing to note however is that Necromancers in your army can take Master of Undead, and Vampires can take the Summon Creatures of the Night upgrade. These two abilities allow them to bring MORE models into the army than you began with.  You can also gain 2D6+3 Zombies or 2D6+3 Skeletons for a higher cast score as a new unit by casting Raise Dead. &lt;br /&gt;
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What these three things means together is Lore of Vampires is good, and you do best with more casters in it. It also means that when you don&#039;t have a Level 4, or more than one possible Lore of Vampires caster, you&#039;re gambling like a Tomb Kings player. &lt;br /&gt;
====Named Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Under the current edition, named characters tend to be overpriced; you can emulate most named characters from scratch and save yourself some points. That said, many named characters, and especially in Vampire Counts, have abilities and war gear combos unique to them so if you need to have them go ahead. Just make sure you&#039;re really getting your points worth.&lt;br /&gt;
=====Lords=====&lt;br /&gt;
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*&#039;&#039;&#039;[[Vlad von Carstein]]:&#039;&#039;&#039; &lt;br /&gt;
The man that started it all, and one of the few special character who are completely justified in their points cost.&lt;br /&gt;
You want to field him, but most people never will. Why? Because he&#039;s 495 points. As strong as he is, that is your entire Lord budget in an otherwise balanced 2000 point army, and below 2500 you most likely you don&#039;t have that kind of room for just one model. He&#039;s fairly good but the price is what stops him from being great, but most players prefer a combo of a level 4 caster of some kind along with a damage option blender lord Strigoi Ghoul King or Master Vampire.  That being said, at the 2500 point level and above (ESPECIALLY above 3500) he&#039;s fucking amazing. If you&#039;re taking him, you want to bring Isabella as well although unlike her he can be good on his own.&lt;br /&gt;
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*&#039;&#039;&#039;[[Mannfred von Carstein|Count Mannfred]]:&#039;&#039;&#039; &lt;br /&gt;
There are two options for Mannfred, and you may not EVER take both. This is the first, and is a Lord level character.   He&#039;s a superb caster with one major flaw, for optimum usage he needs to kill stuff, which he isn’t too good at for Vampire Lord since he&#039;s kitted out so much for magic. This is the man you want fighting nothing but Goblins and Skaven Slaves if you can possible help it (if you&#039;re facing Ogres, you&#039;re in for a world of hurt). If you can manage to make kills then this guy will generally rule both magic phases, make sure to snipe enemy wizards early on with Spirit Leech. &lt;br /&gt;
He&#039;s pricey as fuck though at 530 points (so you may not take him in games below 2125 points). He&#039;s worth it, but once again you&#039;re looking at your entire Lord allowance here.&lt;br /&gt;
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Unlike the other named characters in this army, you can have Mannfred ride a mount. His options are Barded Nightmare, Hellsteed, and Abyssal Terror. Of those choices, only the Barded Nightmare is of any value for the most part and only to put him in a unit of Black Knights or Blood Knights. The other two will make him even more of an artillery and shooting target than he already is. &lt;br /&gt;
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With the New magic of the End Times rules, and the end times lords allowance, Mannfred suddenly became the best spellcaster in the game, bar NONE. 2 lores with loremaster means re-rolling all power dice, and Master of the Black arts allows him to re-roll one magic dice. Take him and Kemmler, plus mortis engine in 2000pts- Your opponent will not be able to do anything against 2 level 6 wizards when casting, who can re-roll all power dice, and gain an extra +D3 to Invocation. One corpse cart with lodestone later, and those Zombies/Skeletons/Anything later, and your army is suddenly looking much healthier.  &lt;br /&gt;
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*&#039;&#039;&#039;Heinrich Kemmler:&#039;&#039;&#039; &lt;br /&gt;
Oh, you were never going to be playing this game in decent company anyway.  He&#039;s ideal for filling a lord&#039;s&#039; spot at 1500+ point games and If you&#039;re playing at that level, you may as well bring Krell to take advantage of their tag team abilities. 350 points? Worth it.&lt;br /&gt;
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=====Heroes=====&lt;br /&gt;
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*&#039;&#039;&#039;[[Mannfred von Carstein|Mannfred the Acolyte]]:&#039;&#039;&#039; &lt;br /&gt;
Much more fieldable than his older self and a solid choice since he provides Loremaster in Lore of Vampires, which is what you take him for.  He&#039;s much more flimsy and you MUST have him fighting puny hordes to make effective use of him. &lt;br /&gt;
Since Magic is so important to a Vampire Counts army&#039;s success, it&#039;s important to note that this version of Mannfred is almost a must if you&#039;re planning on taking a fighty Lord but can&#039;t afford enough supporting casters to reliably get the spells you&#039;ll need out of Lore of the Vampires by rolling. 200 points for all the spells in the lore (without excluding any other necromancers from getting those spells as well) is a steal! Still, if you CAN take multiple spellcasters he&#039;s probably not worth it. &lt;br /&gt;
Like his Lord self he can be mounted up, on either a Barded Nightmare or Abyssal Terror. This time he should probably be left hiding in a unit unmounted unless you want to hide him in some Black Knights. &lt;br /&gt;
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*&#039;&#039;&#039;Krell, Lord of Undeath:&#039;&#039;&#039; &lt;br /&gt;
He&#039;s back! Krell is a Wight King with a better statline who gets Heroic Killing Blow (in challenges) if in the same unit as Kemmler (which obviously means he&#039;ll always be in the same unit as Kemmler). He has regular Killing Blow otherwise, but the drawback is that he MUST issue a challenge whenever possible, Oh, and having a T5 W4 hero for his meager 205 point cost (not to mention his other rules) is very very good. By the way, his model is fucking ace. &#039;&#039;&#039;Alternate take:&#039;&#039;&#039; Krell is significantly more expensive then a normal Wight King and only marginally better offensively, defensively he is inferior. His special rules are fairly situational and only useful against medium to weak enemy heroes (a strength 7 lord/hero will completely ignore his armor). A mundane Wight King will almost always be a better option over Krell because they can be kitted out specifically for your needs. His model IS pretty amazing though. &lt;br /&gt;
*&#039;&#039;&#039;[[Konrad von Carstein]]:&#039;&#039;&#039; &lt;br /&gt;
Nothing short of psychologically damaging if your opponent happens to bring Monstrous Infantry (to him, not his models).  That being said combat is all he really does well (though he does it VERY well) while being the uncle of all glass cannons. His stats are on-par with an ordinary Hero level Vampire, and he only has Heavy Armor, so it&#039;s his special rules you want to take him for. He rings in at 160 points. &lt;br /&gt;
His insanity is reflected by a special rule called &amp;quot;One Bat Short of a Belfry&amp;quot; which has you roll for his current mental state. At the start of the turn you roll a D6, with a result of 1-3 granting him Stupidity and a result of 4-6 giving him Frenzy. &lt;br /&gt;
So be wary of using him... and be aware that Ogre Kingdoms players will die a little inside each time you field him.&lt;br /&gt;
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*&#039;&#039;&#039;[[Isabella von Carstein]]:&#039;&#039;&#039; &lt;br /&gt;
Now in 8th has the proper Vampire statline. As it stands, she&#039;s not a caster (being only a level 1 Wizard in Lore of Vampires) or a fighter (being that she only has the vanilla Vampire stats and her only equipment is Heavy Armor and a Hand Weapon). The most she can do is support other vampires using the invocation of Nehek and the Blood Chalice to make sure they don&#039;t die. &lt;br /&gt;
Of course, there&#039;s always the fact that if she kicks it, Vlad goes nuts, with Frenzy and Hatred and whatnot. It&#039;s also possible that he&#039;ll die first (not as likely) and she will get Frenzy and Hatred, but as previously mentioned she&#039;s not really geared for fighting.  She isn&#039;t worth the 175 on her own, but put her with Vlad and they have great potential.&lt;br /&gt;
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====Generic Characters====&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.&lt;br /&gt;
=====Lords=====&lt;br /&gt;
*&#039;&#039;&#039;Vampire Lord:&#039;&#039;&#039; &lt;br /&gt;
Brilliant stat line, a metric fuckton of upgrade options, and outside of the Chaos Lord is probably the most dangerous generic combat lord in the game (he probably would have been the best since he can kill more models per round compare while the Chaos Lord is better at single combat, but there&#039;s the whole problem where your army starts crumbling if he dies unless you&#039;re at the point level to take more than one). Naturally, characters are the first place points go in a Vampire Counts army, and this motherfucker will likely soak up as many points as you can give. Properly kitted out they can stand toe to toe with Lords and go on to rampage through Special units all while having excellent magical options. Remember, if your general dies very bad things happen to your army, so whatever you do, keep him in a unit at least until he is in combat: losing a game on turn one from a fucking cannonball is not fun. Mounting these badasses up is not only an option, but depending on your goals may just be the point of taking him. All Vampires are level 1 Wizards in Lore of Vampires, Death, or Shadow and you can upgrade them up to a level 4. Item selection and powers will be covered later. 220 points at base level. &lt;br /&gt;
An important thing to remember that he doesn&#039;t come with jack shit for equipment standard, so browse through all the options when making your list or you&#039;ll wind up with an ancient immortal Vampire walking into ranked Halberdiers naked with his bare hands (he&#039;ll still kick ass, but do you really want to picture it?)&lt;br /&gt;
They can ride Barded Nightmares, Hellsteeds, Abyssal Terrors, Zombie Dragons, or Coven Thrones. All of the choices though are just kind of...meh.&lt;br /&gt;
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*&#039;&#039;&#039;Master Necromancer:&#039;&#039;&#039; &lt;br /&gt;
For only 165 points, this is a cheap level 3 Wizard (which can be upgraded to a level 4) in either Lore of Death or Lore of Vampires (NOT Shadow) that can be used to support a fighty Vampire Lord, or to be the main caster and general should you decide to bring a slew of ordinary Vampires. If you are considering making him your general, that certainly frees points for the other great choices you have, but remember that your army will start crumbling as soon as he dies. If you assign the other Vampires to Lore of Vampires then at least one of them can take over as general, although this is not ideal. &lt;br /&gt;
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The Master Necromancer can be mounted on Barded Nightmares, Hellsteeds, Abyssal Terrors, and something Vampires can&#039;t ride: Corpse Carts. The main point of putting him on a Corpse Cart is making a combo out of casting Invocation of Nehek on the Corpse Cart, which ensures that Vigor Mortis activates, giving all friendly Undead units within 6&amp;quot; the Always Strikes First special rule, but it&#039;s not a great idea - siege machines are already pointing at him to start with, and putting him on the cart makes him that much easier to shoot down.&lt;br /&gt;
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*&#039;&#039;&#039;Strigoi Ghoul King:&#039;&#039;&#039; &lt;br /&gt;
A Strigoi may not look like much, having a slightly inferior statline to a Vampire Lord for 260 points, not being able to take magical armor, being stuck as a level 1 caster in Lore of Vampires. What it gets for these tradeoffs is Hatred, the ability to reroll ALL failed To Hit rolls instead of just the very first, Poisoned Attacks, Regeneration 5+, as well as the 100 points of Vampire upgrades and 100 points of magic items (sans armor) that Vampire Lords get. It can also be mounted on a Terrorgheist. &lt;br /&gt;
Giving him a magic weapon isn&#039;t necessary seeing as he already has 5 Poisoned Attacks and S5 is not as much of a boon as you&#039;d think.  If you&#039;re paying to swap his poisoned attacks for extra attacks or strength as he loses those Poisoned Attacks (as they do not apply to magic weapons, and it&#039;s stated in the core rulebook a character with a magic weapon MUST use it). &lt;br /&gt;
No matter how you&#039;re planning to use him, just make sure you have a plan for your casters since this guy is almost pure combat at mastery level 1.&lt;br /&gt;
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=====Heroes=====&lt;br /&gt;
Leadership is almost meaningless to Vampires as they cannot be broken. It is, however, what stops your army from falling apart if/when your general dies. If you have the points, adding a few basic heroes to your list to bump the leadership in a few key units can still be a worthwhile investment for the wounds they prevent when crumbling comes around. Something that can take Lore of Vampires can also take over as general. &lt;br /&gt;
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*&#039;&#039;&#039;Vampire:&#039;&#039;&#039; &lt;br /&gt;
105 points. Cheaper Vampire Lord and almost identical other than having inferior stats, half the allowance of magic items and Vampire upgrades, and can be a maximum of level 2 Wizard in Death, Shadow, or Vampires. Like the Lord equivalent they don&#039;t come with any equipment standard, so if you put all your points in magic don&#039;t send them into combat or they&#039;re going to get slaughtered. Can be upgraded to BSB, and gets Vampire upgrades regardless of that fact. Can ride Barded Nightmares, Hellsteeds, and Coven Thrones. The last option is great for supporting a killy Lord, or maybe even helping Mannfred get some kills. 7 LD.&lt;br /&gt;
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*&#039;&#039;&#039;Wight King:&#039;&#039;&#039; &lt;br /&gt;
85 points.  Pretty much the same statline as a Vampire, with the S and T swapped around and an extra Wound being the notable changes. Can be upgraded to BSB. Can mount up on a Skeletal Steed with barding as an option and take a lance if you want him with Black Knights, otherwise stick him in a unit of Grave Guard with the Banner of the Barrows for an incredibly cheesy unit that will melt all variety of faces. Gets Killing Blow. Can take 50 points worth of magic items if he&#039;s NOT taking a &amp;lt;big&amp;gt;magic banner&amp;lt;/big&amp;gt;. Oh, and like Krell this guy has a fucking beautiful model.&lt;br /&gt;
Taking this character over the Vampire makes you lose the Vampire Power options, despite this he&#039;s still 20 points cheaper and has 2 more points of Leadership, so if that downside doesn&#039;t matter then go for it, and at 9 LD he&#039;s very good at preventing crumbling in his unit. &lt;br /&gt;
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*&#039;&#039;&#039;Necromancer:&#039;&#039;&#039; &lt;br /&gt;
As above, 8th makes Necromancers more viable (65 points for a level 1 Wizard in Lore of Vampires or Death that that can be bumped up to level 2 is good). Same basic deal as Vampire Lord VS Vampire, look to Master Necromancer as the baseline. Use them to keep your armies at good strength, but don&#039;t expect too much from them. You get what you paid for. Necro&#039;s are good for supporting large units of infantry with a little extra LD and some magical support if they end up away from the General, and if they&#039;re in LoV can take over as general if shit hits the fan. Mount options are Nightmare and Corpse Cart. &lt;br /&gt;
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*&#039;&#039;&#039;Cairn Wraith:&#039;&#039;&#039; &lt;br /&gt;
60 points. Ethereal, Terror, Undead. Has a special ability called Chill Grasp, allowing it to trade in it&#039;s 3 Attacks for one Attack that automatically wounds if it hits and ignores armour. Only S3 and great weapon, T3, and 2 Wounds with a low as fuck 2 Initiative. Can&#039;t be upgraded in any way.&lt;br /&gt;
Sadly not a great choice. Spirit hosts are cheaper for simple tarpits and the Cairn Wraiths unit from the Rare section are more cost-effective for cavalry/monster killing. Both are also more resistant to magic by virtue of having more wounds. Finally, Wight Kings are better at simply killing normal stuff by virtue of their Killing Blow and awesome (for points) stats. It&#039;s possible to use them to nail characters, but chances are good that whatever you&#039;re aiming to kill has a magic attack which renders the Cairn Wraith&#039;s only defense moot, and at 5 LD, don&#039;t expect him to prevent anything from crumbling (in fact, he&#039;s more susceptible to it truth be told). On the other hand, they are heroes, so as of the End Times Archaon you can make some truly game breaking lists with them. Add in an allied Prince from Aestyrion with the Banner of the World Dragon for that 2+ save vs anything that could hurt them to begin with, and Poof- you just win- no ifs, buts or maybes.&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Banshee:&#039;&#039;&#039; &lt;br /&gt;
95 points. Ethereal , Terror, Undead. Crap stats and two Wounds. Can use Ghostly Howl, which targets an enemy unit and is used in the shooting phase and can be used in close combat.  8&amp;quot; range, needs LOS. Roll 2D6+2, for each point you beat the enemy&#039;s LD score they take one Wound with no armor saves against it (although they DO count as magic attacks so there&#039;s still Ward Saves and immunity to that). &lt;br /&gt;
Generally not the best investment for points. Any competitive army will have at least 9 Leadership in important units, most will have 10, so the hysterical woman is unlikely to earn her points back (she will on average deal less than 0.5 casualties per turn in those cases). She can take out a low LD unit very quickly however (seeing 10 Skaven Slaves drop dead bleeding from the ears from one single attack can be fucking hilarious). As a result, she&#039;s best used to wipe out ranks of anvils and let you wash over everything that was supposed to flank charge you, though thanks to the range of the scream she&#039;s not very good at that, and at LD 5 has the same problem as the Cairn Wraith.&lt;br /&gt;
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=====Mounts=====&lt;br /&gt;
*&#039;&#039;&#039;Skeletal steed:&#039;&#039;&#039; &lt;br /&gt;
The Black Knights basic mount, ignores terrain as they are treated as Ethereal for movement and does not get the -1M for barding if you take it. Think about that for a moment, you can charge units on the &#039;&#039;&#039;other side of buildings&#039;&#039;&#039; if you can see them. Never take a dangerous terrain test with these guys again! This 12 point mount is only available to a Wight King. Can be barded for 8 additional points (Do this).&lt;br /&gt;
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*&#039;&#039;&#039;Barded Nightmare:&#039;&#039;&#039; &lt;br /&gt;
Simple undead horse, best in a squad of Blood Knights, and never put Black Knights unless there&#039;s no terrain, as they&#039;ll lose their Ethereal movement. Ordinary in all regards. &#039;&#039;other than being S4 WS3 horses&#039;&#039;. This mount is available to Vampires, including Mannfred the Acolyte (16 points), Vampire Lords including Count Mannfred (24 points) and Master Necromancers (20 points). Only non-barded option is available to Necromancers for 15 points.&lt;br /&gt;
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*&#039;&#039;&#039;Hellsteed:&#039;&#039;&#039; &lt;br /&gt;
A 30 point flying Barded Nightmare, and overall a better horse. Not too expensive and still a great investment if you like running with Fell Bats or other silliness (can&#039;t join a unit of Fell Bats as even flying characters cannot join flying units). Still, if used right it can be a scary model that&#039;s great for picking off warmachines or other small units, since arrows don&#039;t tend to have the killing power needed for a Vampire (although those war machines you&#039;re hunting tend to!). Available to Vampires, Master Necromancers, and Vampire Lords, including Count Mannfred.&lt;br /&gt;
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*&#039;&#039;&#039;Abyssal Terror:&#039;&#039;&#039; &lt;br /&gt;
Not great by any standard of a monster. Can be given Poison Attacks or Armour Piercing, has Thunderstomp (which doesn&#039;t get the upgrade abilities sadly). Fairly cheap (120 points) and it flies so it&#039;s not exactly bad, but it&#039;s just beaten out by the next two usually. Available to both versions of Mannfred, Vampire Lords, and Master Necromancers.&lt;br /&gt;
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*&#039;&#039;&#039;Coven Throne:&#039;&#039;&#039; &lt;br /&gt;
Hot motherfucking damn (also damnably hot if you know what I mean), this thing has a good number of abilities. The Battle of Wills is a fun way to mess with your opponent as before anything rolls To Hit against it or whoever is riding it in melee OR shooting rolls a D6 and add it to their LD (unless something doesn&#039;t have to roll To Hit anyway), then the Coven Throne rolls LD plus D6. You subtract the enemy&#039;s LD from the Coven&#039;s and the result is the effect caused. 0 or less means nothing happens. 1-2 and the enemy fights at -1WS and -1BS. 3-5 and they reroll To Hits that succeed. 6 or more, the unit &#039;&#039;&#039;TURNS ON ITSELF&#039;&#039;&#039; causing one melee attack per model against the whole unit, with War Machine crews taking one S3 hit for each crewman left against their Toughness and whatever is affected doesn&#039;t get to shoot or attack in any other way this turn. All this is available to Vampires and Vampires Lords for 230 points.&lt;br /&gt;
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A mixed bag honestly, absolutely fucking awful against any army with high leadership and siege weapons (so mostly Dwarfs with their army wide LD 9 or Elves) or usually just any army with a lot of cannons as they&#039;ll pass eventually.  The only thing worthwhile to put on it is a Vampire Lord, but then you&#039;re at 450 points naked AND you just made your general a much bigger cannonball magnet which might lose you the game, and lesser vampires don&#039;t have a high enough leadership to consistently use The Battle of Wills effectively (and it costs a shitload of points).&lt;br /&gt;
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On the other hand, excellent in combat, you get 2D6 attacks from the ghosts hauling this thing around, the ghost horses grant it Ethereal movement so there&#039;s no troubles from terrain, a 5+ Armor Save, a 4+ Ward Save, four S5 ASF attacks from the Handmaidens, D6 S5 impact hits, and it has one of the most glorious models Games Workshop ever released.&lt;br /&gt;
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*&#039;&#039;&#039; Zombie Dragon:&#039;&#039;&#039; &lt;br /&gt;
Exactly what you think it is. It&#039;s got beefy stats, can be healed massively thanks to lore attribute plus Invocation, his Pestilential Breath attack causes -3 to armour as well as causing a S2 hit and it adds that extra &amp;quot;fuck you&amp;quot; to Ogres in the form of terror. Has Swarm of Flies (ew!) which causes -1 to To Hit rolls in melee. Also, it only costs 245 points! For a dragon! Available only to Vampire Lords.&lt;br /&gt;
A great time if your Vampire has the same stat line as the mount its on. Can really wreck heavy cavalries day as well as rank and file, though it will die to cannons or Heroic Killing Blow. Still a wonderful kick ass model and is our only dragon, but like most fun things, it&#039;s a magnet for artillery and mass shooting.&lt;br /&gt;
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===Core Units===&lt;br /&gt;
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*&#039;&#039;&#039;Zombies:&#039;&#039;&#039; &lt;br /&gt;
Zombies are pathetic. The lore goes to silly lengths to tell you how living opponents fear engaging zombies and being torn apart, and on the game they are a bloody joke. They couldn&#039;t kill a sickly blind crippled mentally disabled orphaned Skaven Slave in a fair fight. &lt;br /&gt;
It has M4, WS1, S3, T3, 1I, and fucking 2 LD. It is literally so bad, that decreasing its stats would only worsen it in the abstract. &lt;br /&gt;
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So why ever take them?  Because they are only three points.  In addition, the Vampire Counts magic phase is full of buffs, so get yourself some rerolls and that Zombie unit can hold a bit longer. Thanks to the The Newly Dead rule, they recover an extra D6 Wounds worth of models per casting of Invocation (meaning 2D6 Zombies) and can increase their unit size beyond what you started the game with; this means you can, with luck, turn a 20-strong horde into a 60-strong horde in just 2 turns of magic.  They can also make excellent caster bunkers for your Necromancers to hide in so they never get shot to death or challenged. Can be taken in units of 20+.&lt;br /&gt;
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*&#039;&#039;&#039;Skeleton Warriors:&#039;&#039;&#039; &lt;br /&gt;
More durable than Zombies, a pinch better at killing and less likely to crumble, they cost five points a model, and should only be taken in large units to maximize the usefulness of Invocation of Nehek.  Skellies are good but the Zombie tar pit works way better than any unit in the army for the role, since the Invocation of Nehek only heals back D6 Wounds+caster level (compared to the 2D6+caster level that Zombies get) and unless it&#039;s a Master Necromancer they cannot be pushed past their starting size. Can be taken in units of 10+.&lt;br /&gt;
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That being said, Skeleton Warriors are by no means bad.  They have an option for a full command unit, a Champion that can take challenges your Vampire Lord doesn&#039;t want, a musicican for swift reforms and a standard bearer for a +1 combat res score for extra survivability, and they come with shields, light armour and a hand weapon giving them a neat 6+ parry save in close combat. You can exchange their hand weapons for spears, sacrificing the 6+ parry save, but it lets you attack in 3 ranks. Since skeletons still suck, they aren&#039;t going to hit much, not with weapon skill 2.  Generally Skeletons are a better carrier unit for your foot slogging killy Vampire Lord. &lt;br /&gt;
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*&#039;&#039;&#039;Crypt Ghouls:&#039;&#039;&#039; &lt;br /&gt;
The most expensive core option available at 10 points. 3 WS, compared to the 2 WS of Skellies and 1 WS of Zombies. Toughness of 4, exceeding both other options by one point. Highest (still terrible) Initiative of 3. Two Attacks per Ghoul, and the highest Leadership score of the core options at 5 (meaning Ghouls have a low chance to crumble in comparison to Zombies which can all vanish off the board with their 2 LD). Poison Attacks are default, but Ghouls cannot have a musician or standard bearer.  Less likely to die like the skeletons, but much harder to get more of, and still a good bunker for a footslogging Vampire Lord. Can be taken in units of 10+.&lt;br /&gt;
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*&#039;&#039;&#039;Dire Wolves:&#039;&#039;&#039; &lt;br /&gt;
A very fast moving alternative to the other core choices. They ring in at 8 points per model, with a cavalry-speed Movement of 9 (compared to the M4 of the rest of the core). They have a LD of only 3, meaning they&#039;ll crumble as fast as Skeleton Warriors. They have one point higher WS and I so combat will have more kills, but otherwise share a stat line with Skeleton Warriors. They have the Slavering Charge (+1S on the charge) and Vanguard (after both armies deploy everything, but before the first turn, they may make one normal move). As a unit of the War Beast type, they also come with Swiftstride which allows them to roll a 3D6 and discard the lowest number than add the resulting sum to their M score while on the charge, while fleeing, or while pursuing. Can be taken in units of 5 to 20.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
*&#039;&#039;&#039;Corpse Cart:&#039;&#039;&#039; &lt;br /&gt;
A 90 point Chariot. The thing itself is a 5+ Armor Save option with 4 Wounds, but don&#039;t let that trick you, just as useful as zombies in combat with 2d6 WS1 S3 attacks from the Zombies hitched to it as beasts of burden, as well as an attack from the rider who is a WS3 S3 I2 Corpsemaster.  It has Regeneration, which may keep it alive for a pinch as long as nothing with Flaming Attacks goes after it. it is best placed between hoards of fodder to keep them up to strength and adding to combat res against other tar pits, not that you want any of your tar pits in slap fights like that.&lt;br /&gt;
&lt;br /&gt;
Far more important, it has Vigour Mortis; if any Lore of Vampires augment spell is used on it then all Undead units within 6&amp;quot; of the Corpse Cart including itself get ASF until the next Magic Phase, which is un-fucking believably awesome, AND the rulebook specifically states Zombies lose ASL and get ASF as  so they can actually do more than just tarpit something all game if you horde them up. Of the 2 upgrades Bale fire (15 points) used to be the best as it stacked and could totally cripple enemy casters, now it is merely useful in that it makes dispels a bit easier. The load stone is a solid choice as it makes your summoning more consistent but it costs twice as much as Balefire.&lt;br /&gt;
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*&#039;&#039;&#039;Grave Guard:&#039;&#039;&#039; &lt;br /&gt;
Coming in at 11 points, these supercharged Skeleton Warriors boast Heavy Armor and Shields standard, have Killing Blow, can swap their Shields for Great Weapons for one point a piece ((do this for killing, S&#039;n&#039;B for anvil)), and can take a Magic Standard. Their statline is superior to weak skellies as well. With a toughness of four, and heavy armour. They are a lot more resilient then Skeletons and just as easy to raise. Stuff a Wight King into this unit and take them in hordes for a hard-hitting anvil force. These skellies are a nightmare for any high T non-monstrous troops. Can be taken in units of 10+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Knights:&#039;&#039;&#039; &lt;br /&gt;
Same statline as Grave Guard at 21 points, but on Skeletal Steeds which grant them an 8M and Spectral Steeds which lets them count as Ethereal for Movement and they don&#039;t get a penalty for Barding. Said Barding comes at 3 points per model, and for another 2 points they can take lances. Like their footplodding counterparts they can take a Magic Standard. They are one of two heavy Cavalry units in the army. They are a DAMN good unit capable of moving over terrain like it wasn&#039;t even there and letting loose with a flurry of S4 (or higher, depending on weapon choice) Killing Blow attacks. All while possibly having a 2+ armor save. Delicious.  Just don&#039;t put anybody in with them that doesn&#039;t have a spectral steed or they get much slower, and you want them to be constantly charging. Can be taken in units of 5+.&lt;br /&gt;
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*&#039;&#039;&#039;Hexwraiths:&#039;&#039;&#039; &lt;br /&gt;
New option for 8th edition, they are 30 points each and have a statline like weaker Black Knights. They come with Great Weapons standard, and have a metric fuckload of special rules. One of these provides a very interesting advantage: they&#039;re Ethereal, as in all the time! They also have the Soulstriders special rule, which allows them to move through unengaged enemy Units (both friendly and enemy) during the &amp;quot;Remaining Moves&amp;quot; sub-phase (although they can&#039;t end within 1&amp;quot; of a unit). As a result they will attract a TON of magic during your opponents turn as he desperately tries to fry them before they reach him and they don&#039;t have any protection against that other than you trying to dispel, so beware.  They have Fast Cavalry as well, which grant them Vanguard (get to make a 12&amp;quot; Move before the game starts) and a Free Reform unless it charges. They lose most of this if they are joined by a character without Ethereal+Fast Cavalry. You should leave the Hexes to do their thing alone. Non-ethereal characters cannot join Ethereal units, even if the character were to temporarily become ethereal for some reason. None of your ethereal characters are cavalry so putting a character in a unit of hexwraiths will cost you movement and the fast cavalry rule. In other words, these guys don&#039;t mix with characters well (or most characters at all). Can be taken in units of 5 to 10.&lt;br /&gt;
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*&#039;&#039;&#039;Vargheists:&#039;&#039;&#039; &lt;br /&gt;
The first of three designated hammers, representing the jack of all trades which has the speed of the Terrorgheist without being as flimsy.&lt;br /&gt;
46 point Monstrous Infantry with Fly (when charging roll 3d6 and discard the lowest value and add it to the Movement score and get to also do that to Flee, get to Move 10&amp;quot; anyway regardless of their lower M score, and can March a whopping 20&amp;quot;), and Frenzy. M6, WS4, S5, T4, W3, I4, 3 Attacks, and a Leadership score of 7. They are Vampiric, so they cannot crumble. &lt;br /&gt;
They compete with Empire Outriders and High Elf Swordmasters for the title of premier glass cannons; these guys do pack considerable punch at break-neck speed.  They can hunt War Machines if they must, but they really work better hitting flanks and hunting enemy support troops. Don’t ever think they&#039;ll last against even mediocre infantry unsupported though as that T4 is all they have keeping them alive despite their 3 Wounds.&lt;br /&gt;
Be careful though, because they are Flyers they&#039;re also Skirmishers.  Keep this in mind when you send them out into the juicy flanks as they cannot disrupt enemy Units. Can be taken in units of 3+.&lt;br /&gt;
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*&#039;&#039;&#039;Crypt Horrors:&#039;&#039;&#039; &lt;br /&gt;
The other Monstrous Infantry unit, little more than super Ghouls. 38 points a pop so big units are hard to field, Unit size 3+. Like Ghouls they have Poisoned Attacks, but also Regeneration 5+. Stats are M6, WS3, S4, T5, W3, I2, A3, LD5. This unit is an anvil with a bite, pure and simple, but crumbling and a limited offensive capability does force you to take Units of at least 6. A unit of 18 in a horde does have good punch however and is very hard to get rid of, but will be expensive (684 points, 694 with the upgrade to champion) for a unit that ultimately works best in a points denial role. Work best with a Mortis Engine (if the thing doesn&#039;t get blown up) and Invocation spam from a caster using them as a bunker. Don&#039;t skip them over, but they aren&#039;t something to drool over either.  &lt;br /&gt;
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Alternative Take- While Crypt horrors may not be the most offensively powerful unit on this list, they can be made into one of the most powerful units in the game with some magical buffs. Unlike Grave Guard, they are monstrous infantry, and therefore gain all of the additional attacks of the rear ranks. With three attacks each, at S4 and poisoned, they can make a Very mean hammer. Buff them with the right spells however (Staff of Damnation, i&#039;m looking at you) and the effect can be multiplied hugely. Further, they have neither the Vampiric or the Large Target or Ethereal rules, so they can be quickly and easily healed back up to strength by the Invocation (1 + wizard level because they&#039;re monstrous infantry, not regular infantry [still better than just 1 though]). This is not always viable, but for those gamblers looking for a death star unit, look no further. Buff them effectively with the lore of Beasts, and they will SHRED everything.  Can be taken in units of 3+.&lt;br /&gt;
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*&#039;&#039;&#039;Bat Swarm:&#039;&#039;&#039; &lt;br /&gt;
35 points each, but they have 5 Wounds and 5 Attacks. They are a Swarm, meaning they are Skirmishers, they are Unbreakable, and are Unstable (like the rest of your army). They have a M of only 1, WS3, S2, T2, I4, and LD 3 and coupled with being Unstable most likely will be the first thing to crumble after Zombies. &lt;br /&gt;
Their special abilities are Hover (permanent 10&amp;quot; movement and swiftstride for charging) and Cloud of Horror which grants Always Strikes Last to any enemy in base contact with them, which is awesome considering most of your army has terrible Initiative. Can be taken in units of 2+.&lt;br /&gt;
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*&#039;&#039;&#039;Fell Bats:&#039;&#039;&#039; &lt;br /&gt;
Your go-to for Warmachine hunting. Cost 16 points each and must be fielded in Units of 2 or more. Count as War Beasts meaning they get Swiftstride (roll 3d6 when charging, discard lowest and add it to their Move and do the same when fleeing) as well as Fly. Stats are M1, WS3, S3, T3, W2, I3, A2, and LD 3 (likely to crumble), which is pretty meh, but with multiple models and Fly they&#039;ll probably reach what war machines they need to get to unless your opponent spends some time shooting them, which will buy you time to get into melee so either way it&#039;s a win/win.  Can be taken in units of 2+.&lt;br /&gt;
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*&#039;&#039;&#039;Spirit Host:&#039;&#039;&#039; &lt;br /&gt;
Ah, the Spirit Host. 45 points for a single Swarm of four, and They are also Ethereal.  Sadly, as a Swarm they also die from Combat Resolution like everything else in the army. They have M6, WS3, S3, T3, I1, A4, and a Leadership of 4. &lt;br /&gt;
&lt;br /&gt;
These guys are extremely cost-effective Monster and Cavalry tarpits while they last (just make sure whatever you are facing does not have magic attacks),  and can also be used to dissuade a flank charge by something nasty than to actively hunt their targets, otherwise they may get too exposed to infantry (their bane thanks to that Combat Resolution damage) or outmanoeuvred. That said, don&#039;t mind losing a Unit to magic or infantry if you have to: after all, they cost less than 50 points. Why give a damn? Can be taken in units of 1 to 10.&lt;br /&gt;
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===Rare Units===&lt;br /&gt;
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*&#039;&#039;&#039;Varghulf:&#039;&#039;&#039; &lt;br /&gt;
The Vargheist&#039;s meth addict big brother, and the only hammer you really want to meet anything head-on.&lt;br /&gt;
In comparison to the &#039;gheist you lose Fly and Frenzy but gain Terror, Hatred, Bestial Fury, and Regeneration.  You have 3 more points of M, 1 more point of WS, one more point of Toughness, one more Wound each, two more attacks each, but 3 points less Leadership (though it&#039;s Vampiric). It&#039;s a Monster, so it also has Thunderstomp. This monster only costs 175 points.&lt;br /&gt;
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All in all, the Varghulf is a decent choice, as it&#039;s statline is pretty nice and it&#039;s decently killy in addition to that Regen and Terror, especially considering he lacks Frenzy so he won&#039;t jump into combat without being given the order,  he&#039;s also harder to kill, and sucks up less points than a Terrorgheist so a lucky cannonball won&#039;t eat up a large chunk of your points. &lt;br /&gt;
His main detriment is that he eats up Rare points, if that doesn&#039;t bother you then go right ahead, otherwise a properly built Terrorgheist can do the job just fine (though will cost more).&lt;br /&gt;
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*&#039;&#039;&#039;Blood Knights:&#039;&#039;&#039; &lt;br /&gt;
There are a lot things to remember about the Blood Knights.  They are as expensive as a Baneblade to purchase both in-game and in real life at 50 points a model and $99 for five (coincidentally, they also have a similar effect on enemy tactics, you should also convert them instead of buying them to save money) and they are one of the top heavy cavalry units in Warhammer Fantasy.&lt;br /&gt;
So here&#039;s what we&#039;re looking at; Heavy Armor, Barding, Shield, Lance. They have Frenzy and Martial Honour (must always issue and accept challenges with the Kastellan (15 point unit champion that may take up to 25 points of magic weapons [stick with lance]), otherwise a generic Blood Knight will answer any challenge although as usual you can&#039;t issue one without said champion, unless a equal/higher LD character is in the unit) and are Vampiric. They can take The Flag of Blood Keep as an upgrade instead of another magic standard for 75 points, which grants them a 4+ Ward Save against Ranged Attacks. That Ward Save comes into effect once something gets through their 2+ Armor Save, namely war machines.&lt;br /&gt;
They come in at WS5, S5, T4, W1, I5, A2, and LD 7 overall. You can take them in Units of 4 or more.&lt;br /&gt;
&lt;br /&gt;
They are a fantastically lethal addition to an army of any size, and It&#039;s a good idea to keep a loaded-up Barded Vampire/Vampire Lord within the Unit, to help them keep their minds focused and overcome the Frenzy urge to go fuck something despite being in the line of sights of a warmachine or something similarly undesirable, and Taking a 4-man unit with Banner of Eternal Flame makes them fantastic monster hunters who will reliably take down even Hydras, Sphinxes, and Hellpit Abominations on the charge.&lt;br /&gt;
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However, don&#039;t forget that they have a big weakness - due to being Vampiric, they receive only one wound back per cast of Invocation of Nehek, which, combined with their cost and sometimes harmful Frenzy, makes them inferior to Black Knights in the eyes of many players.&lt;br /&gt;
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*&#039;&#039;&#039;Black Coach:&#039;&#039;&#039; &lt;br /&gt;
A 195 point Chariot. &lt;br /&gt;
Has one crew member, a Cairn Wraith (with Chill Grasp and a Great Weapon) and two Nightmares as drivers. Causes Terror, counts as Vampiric so there&#039;s no fear of Crumble, has a 4+ Ward Save on top of the 3+ Armor Save. It has 5 Strength when trying to figure out Impact Hits (D6 bonus Attacks that automatically Hit and count as Shooting Attacks in causing damage but give you Combat Resolution like Close Combat Attacks, but you only get them on the Charge). &lt;br /&gt;
The real fun part though, is the special ability &amp;quot;Evocation of Death&amp;quot;, which combines fantastically if you have a lot of wizards (both with or against you), giving you (very quickly) +1 to the Impact Hits on the Charge then gaining +1 Strength to the Wraith and the Nightmares, then gaining Killing Blow and Flaming Attacks for it&#039;s Impact Hits and regular Close Combat attacks, then gaining Magic Resistance (2) and Strider (no Dangerous Terrain tests need to be taken), then becoming Ethereal, and finally gaining Fly at 6 points.  For just 195 points and a little patience, you can get one of the most amazing fucking models crunch-wise in the entire game. &lt;br /&gt;
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*&#039;&#039;&#039;Terrorgheists:&#039;&#039;&#039; &lt;br /&gt;
A 225 point Monster (so you get Thunderstomp) with M6, WS3, S5, T6, 6 Wounds, 3I, four Attacks, and a Leadership of 4 (it&#039;s not Vampiric so the death of the General may cause it to crumble, which at that point level can be painful).&lt;br /&gt;
It has Fly, is a Large Target, causes Terror, has Regeneration (6+), and has a special ability called &amp;quot;Death Shriek&amp;quot; which counts as a Shooting Attack that you get to make regardless of your previous actions that turn. Death Shriek has an 8&amp;quot; range that requires Line of Sight (oddly enough) and can target something regardless of if you or it are in Close Combat. You roll 2d6 and add the Wounds the Terrorgheist has, and for each point that the result exceeds the target Unit&#039;s Leadership they suffer 1 Wound with no Armor Save and it counts as a Magical Attack, which isn&#039;t that great against LD high armies, a Strigoi Ghoul King can help somewhat, but that makes it a cannonball magnet.  It can also be upgraded for 10 points to be Infested (ew!) with bats (wut?) that, upon death, cause 3D6 Strength 2 hits to anything in base contact with the Terrorgheist. It can also take Rancid Maw for 15 points which grant it Poisoned Attacks (not for it&#039;s Thunderstomp though). &lt;br /&gt;
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Its main weakness however is that it is fairly flimsy, especially if your opponent has Flaming Attacks or brought some nasty ranged options, this combined with their relative vulnerability in Close Combat and their huge base size means they are tricky to actually move about.&lt;br /&gt;
Not everyone likes them, but they remain one of the best choices (tied with the Black Coach) available to Vampire Counts owing to the fact that it is the army&#039;s most flexible option. It&#039;s ready for battle from the beginning unlike the Coach, allowing you to go on the offensive in a prompt manner.&lt;br /&gt;
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*&#039;&#039;&#039;Mortis Engine:&#039;&#039;&#039; &lt;br /&gt;
220 points Chariot with an Armour Save of 5+ on top of it&#039;s 5 Toughness and 5 Wounds, but this isn&#039;t a Black Coach that you want to run your enemy down with. It&#039;s purely a support unit. &lt;br /&gt;
It&#039;s offensive abilities are abysmal (unless you charge it into a flank) despite it getting a lot of little bird peck attacks, but it has decent survivability. Here&#039;s where you factor in it&#039;s abilities.&lt;br /&gt;
The Reliquary ability gives your undead a nice regeneration boost to make them live longer/tarpit better and can hit a good amount of enemy units at decently high strength, making it one of the few good ranged units available to you, and with the amount of wounds it has you don&#039;t even need to worry about taking a hit from doubles, and even if it does get a little hurt, you can just heal it up yourself.&lt;br /&gt;
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You can/should also upgrade it with Blasphemous Tome for 20 points, which lets all Wizards within 12&amp;quot; of the Mortis Engine have +2 to casting attempts from the Lore of Vampires, and if anything within 12&amp;quot; of the Mortis Engine miscasts (both friend and foe) then the player rolls twice on the miscast table and his opponent chooses which result applies.  Both of these mean you want it in the &amp;lt;strike&amp;gt;back&amp;lt;/strike&amp;gt; front, supporting everything else making enemy wizards nervous about 4/5/6 dicing anything, and drawing lots of fire away from your actual nastiest units. That said this thing is a magic and artillery MAGNET LIKE NO OTHER.  It looks awesome, the crunch seems awesome, then you put it on the field and a Dwarf with a flaming cannonball blows it to hell before it can move.  If you want to use it effectively, you NEED some distraction units, either war machine hunters or faster melee units to take the artillery off of you, or you actually want it to get shot so that your hammers don&#039;t get shot by those same cannons.&lt;br /&gt;
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*&#039;&#039;&#039;Cairn Wraith:&#039;&#039;&#039; &lt;br /&gt;
The expensive, damage-dealing alternative to the spirit hosts. Must be fielded in units of 3 minimum, 10 maximum. The unit Champion is actually a Tomb Banshee. 50 points per model, 25 to upgrade to the Banshee. Exact same stats and abilities as their character equivalents.  All in all you are getting a bulk discount by taking them in the Rare section, as well as saving points for more Vampires, Necros, or Wights in the Hero slot. What&#039;s not to love?&lt;br /&gt;
&lt;br /&gt;
They will still die to ranked infantry as they&#039;re Undead but, unlike the Spirit Hosts who function as a sacrificial tarpit/ball and chain for a Monster, these guys function as killers as well for 105 more points. 9+ attacks (Always Strikes Last, remember) at S5 or 3+ attacks that ignore armor will put the hurt in whatever they strike. That being said, they DO take Rare choice points and unlike the Spirit Hosts you can&#039;t afford to just let them get killed by a magic missile and forget about it. It&#039;s usually better to pin enemies with Spirit Hosts and then flank later with another unit so, in essence, the Cairn Wraiths are to the Spirit Hosts as the Varghulfs are to the Vargheists. &lt;br /&gt;
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If you really get in good, you can take advantage of the fact these little Ethereal buggers can go straight through terrain to stay in Charge distance of the enemy while staying safe from being Charged, which can tie up a lot of troops by forcing the enemy to either continue facing them or just bite the bullet and say goodbye to everyone on the side or back of the Unit.&lt;br /&gt;
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==Magic Items/Upgrades==&lt;br /&gt;
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===Vampiric Powers===&lt;br /&gt;
Upgrades Vampire Lords and Vampires can take. The former can take 100 points, the latter 50. Vampire hero BSBs taking a magic banner can still take this, so there&#039;s also that.&lt;br /&gt;
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*&#039;&#039;Master of the Black Arts:&#039;&#039; Not terrible, but not great either- it&#039;s &#039;&#039;extremely&#039;&#039; expensive, taking it prevents you from taking some other really good skills, and it doesn&#039;t guarantee you anything despite the high cost.  It&#039;s nice when you turn a 1 into a 6, but so very annoying when you turn a 2 or 3 into a 1.  Taking it on two vampires is a complete waste, since at that point, you&#039;re spending almost the points cost as a varghulf.  That said, if you&#039;re going with a fully wizard-focused vampire lord, you&#039;ll probably want to take this on him. 75 pts.&lt;br /&gt;
*&#039;&#039;Curse of the Revenant:&#039;&#039; Add one Wound. If you&#039;ve got one killy Vamp then it&#039;s not bad. Still probably not one of the better options.  55 pts.&lt;br /&gt;
*&#039;&#039;Red Fury:&#039;&#039; This is THE power to make a blender lord Vamp.  Your Vamp essentially becomes a whirlwind of killing, capable of decimating multiple ranks of troops. This is the number one ability killy lords will wind up taking. Each unsaved wound equals another attack. Attacks caused by Red Fury cannot create more attacks due to Red Fury. 50 pts.&lt;br /&gt;
*&#039;&#039;Flying Horror:&#039;&#039; Not terrible, but Hellsteed gives you that and actual combat bonus for exactly same points, and too expensive on Strigoi. 30 pts.&lt;br /&gt;
*&#039;&#039;Quickblood:&#039;&#039; ASF. The OTHER most taken killy ability.  If you are going to be in combat, you want this.&lt;br /&gt;
*&#039;&#039;Aura of Dark Majesty:&#039;&#039; When you&#039;re gambling on Fear/Terror, abilities like Beguile or the effects of the Coven Throne, and similar abilities can all be amped up with Aura. One of the better non-blender lord abilities. Combine with the Coven Throne, Banshees, Terrorgheists, or Screaming Banner to really fuck with your opponents. 30 pts.&lt;br /&gt;
*&#039;&#039;Dark Acolyte:&#039;&#039; This adds D3 to your vampire&#039;s casting value after successfully casting the lore of vampires&#039; signature spell, Invocation of Nehek. Unfortunately, because it comes into effect only after successfully casting the spell, it does not help you cast the spell with less dice. However, that extra D3 may force the enemy to spend an additional dispel die to stop that spell which may prevent them from being able to dispel another spell later in the same magic phase. It is situational as it only affects one spell and may or may not make the enemy spend one extra die to stop that spell. However, a vampire with Dark Acolyte and a Mortis Engine with Blasphemous Tome nearby can make that Invocation very difficult to dispel. 25 pts.&lt;br /&gt;
*&#039;&#039;Forbidden Lore:&#039;&#039; Allows you to use any lore from the BRB other than Life. See the below evaluation of the spell lores for usefulness. 25 pts.&lt;br /&gt;
*&#039;&#039;Supernatural Horror:&#039;&#039; Terror. Good to still get the edge on armies who take the Wailing Banner, Shrieking Blade, or pesky options like Phoenix Guard. 25 pts.&lt;br /&gt;
*&#039;&#039;Fear Incarnate:&#039;&#039; Enemies reroll passed fear checks. Cancels out with BSB. This is never NOT a useful thing, you will want this on killy Lords. 20 pts.&lt;br /&gt;
*&#039;&#039;Beguile:&#039;&#039; Useful in one on one challenges, which you normally don&#039;t want to be doing, but if you&#039;re up against Chaos Warriors it can be very useful. Can be very useful on a vampire supporting your killy lord to accept and survive challenges while your blender does what he does best. Always combine with Glittering Scales if you can. Works great with Aura of Dark Majesty. Insane if enemy fails fear check. 15 pts.&lt;br /&gt;
*&#039;&#039;Master Strike:&#039;&#039; While this looks like it can be worth it if you go through the percentages, in almost all cases this is shit. Killing Blow and Heroic Killing Blow are generally only good when you have a lot of things with them all taking a chance at killing. 15 pts. &lt;br /&gt;
*&#039;&#039;Dread Knight:&#039;&#039; Not bad really, a Vampire Lord can benefit from this as they&#039;ll probably be doing that anyway but it&#039;s when you have better Vamps (like a Vampire Lord to keep your Dread Knight Vamp heroes in check) in the same unit then it can backfire on you. Taking this on your intended General is particularly risky. This will make WS 3 need 5s to hit a hero vamp, and WS 4 need 5s to hit a Vamp Lord. 10 pts.&lt;br /&gt;
*&#039;&#039;Summon Creatures of the Night:&#039;&#039; If you plan on using Dire Wolves, Bat Swarms, and Fell Bats then this is good as those are expensive options point-wise, so increasing their numbers on the field is a good choice. 10 pts.&lt;br /&gt;
&lt;br /&gt;
===Army Book Items===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Skabscrath:&#039;&#039; This is kind of an odd choice. The likelihood of the dying at the end of the game is actually pretty low but the only characters who can take it are the Strigoi Ghoul King, the Vampire Lord, and the Master Necromancer. Due to the SGK losing his Poisoned Attacks, and the Necromancer generally being something you want to keep out of close combat, that leaves the Vampire Lord as the best choice who is probably the General of your army.  Needless to say having the General be armed with a sword that means you will always try to overrun, will charge into combat without thinking any time you can, and eat points that could go into survivability are BAD things. On the other hand it can improve a killy Vamp Lord in the situation you do have a twin lord as a caster a fair amount, but in any situation, you&#039;re taking a high-risk high-reward choice.&lt;br /&gt;
* &#039;&#039;Nightshroud:&#039;&#039; VERY useful no matter where you want to put it. If you need help justifying the points, remember that it also takes the place of the Bat Swarm on the flank. Vampire Lord on Zombie Dragon with Quickblood and Sword of Striking buttfucks the enemy. Master Necromancer in a Skelly bunker may make it literally impossible for your opponent to deplete your forces before you wipe his out to the last.&lt;br /&gt;
*&#039;&#039;Banner of Barrows:&#039;&#039; If you are going to take a unit of more then 15 Grave guard (and why wouldn&#039;t you?) and/or you have a Wight King in there, you will want this banner as the +1 to hit makes your relatively low WS (for elite infantry) far more destructive.&lt;br /&gt;
*&#039;&#039;The Screaming Banner:&#039;&#039; If you want to troll, take this banner. It will make low LD armies suffer, and give you a small chance to drive away even high LD armies.  The flag gets better with Terror though, as then even enemies who take options like the Shrieking Blade or those pesky Phoenix Guard still have to take the test.  For the ultimate cheese special, take a horde of Grave Guard with this flag then put a Wight King BSB carrying Banner of Barrows into the same Unit along with a Vampire Lord with Aura of Dark Majesty, Supernatural Horror, and Fear Incarnate for utter carnage as a failed test means they&#039;ll be hitting on 2+. &lt;br /&gt;
*&#039;&#039;Black Periapt:&#039;&#039; Not a must-have item but it can be great for a dedicated spellcaster option if you get a bad magic phase or if you&#039;re facing an army where you have spells you NEED to dispel. &lt;br /&gt;
*&#039;&#039;Staff of Damnation:&#039;&#039; A fantastic item, best used for Ghouls or more powerful options in the offensive category. &lt;br /&gt;
*&#039;&#039;The Cursed Book:&#039;&#039; This item is a gamble where you can&#039;t really lose. The only thing that&#039;s wrong with it is your primary spell is Invocation and in almost all possible circumstances you want to cast it AT LEAST once per turn, and this book can take that away. But that being said, you can pull off these spells (all of which are good) for what&#039;s probably less than their casting value without risk of any miscast.&lt;br /&gt;
*&#039;&#039;Book of Arkhan:&#039;&#039; VERY good item. Even if you make all attempts to cast that spell using all your capable LoV casters you can still at least count on whipping out one more attempt. Also can be taken by the Strigoi Ghoul King, making it fan-fucking-tastic in low-magic lists.&lt;br /&gt;
*&#039;&#039;Rod of Flaming Death:&#039;&#039; Pretty good item even for it&#039;s price and very good for controlling the movement phase. If your enemy DOES move (possibly due to taking the forced panic test!) then you have the chance to disintegrate the whole group.  This can actually be taken by a Wight King, freeing up points on your casters.&lt;br /&gt;
&lt;br /&gt;
===Rulebook Items===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Thanks to the Vampires already having very high stats on most of their characters, they can benefit greatly from Rulebook items.  Note this is a very long section.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Magic Weapons====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Giant Blade:&#039;&#039; Close Combat with the sword is at +3 Strength for 60 points. Extra Strength is never a bad thing. Getting S8 on anything, especially a model with 5 fucking Attacks, is fucking amazing. That being said those 60 points eat up your options for magic items, so you probably should think hard about other options first. You&#039;ll still have 40 points for Nightshroud after this.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sword of Bloodshed:&#039;&#039; +3 Attacks for 60 points. Remember that with Red Fury, any unsaved Wound caused grants you an additional attack so going from 5 Attacks (that can become a maximum of 10) you can get 8 Attacks (which can become a maximum of 16). It&#039;s by no means an optimal build even for a blender lord, but at the same time isn&#039;t terrible. Once again, take a good long look at other options, and if you do take it consider the Nightshroud. If you AREN&#039;T making a blender lord, this really is a waste of points. Actually, the maths supports rage giant blade over this, except against very weak infantry, anything T3 with 5+ or worse save will be obliterated, T4/4+ or higher take giant blade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Obsidian Blade:&#039;&#039; 50 points, Attacks made with it don&#039;t get Armor Saves against it. Good for a Vamp designed to go toe to toe with more point-costly enemies or for high-armor foes like Warriors of Chaos or dwarves. More specifically a Vamp equipped with this can become a FANTASTIC character-killer, particularly with abilities like Dread Knight and Beguile. Want your OC Vampire Lord to finish off Archaon or Tyrion for bragging rights? Here&#039;s how to do it. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ogre Blade:&#039;&#039; 40 points, +2 Strength. Vamp Lord with 7 Strength is still amazing. Also decent on the Wight King to bump it up to S6. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sword of Strife:&#039;&#039; 40 points, +2 Attacks. Same as above, still good on a blender lord. Forget it on the Wight King for the most part. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Fencer&#039;s Blades:&#039;&#039; 35 points, paired weapons, bearer has WS10. With your Vamps at WS7 and WS6, this really isn&#039;t that great. The Wight King on the other hand can benefit from it a lot. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sword of Anti-Heroes:&#039;&#039; 30 points, quite an appropriate name. Bearer has +1 S and +1 A for every enemy character in base contact with the bearer or their Unit. Truth be told, this weapon is better used AGAINST Vampire Counts rather than BY them. Can be useful if you know you are going to see a multi hero/lord death star, at 3 characters its equivalent to SoB and GB combined.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Spellthieving Sword:&#039;&#039; 25 points, Wounds caused to a Wizard force them to lose one spell each. But chances are good any opponent in melee with your Vamp is about to die, unless you&#039;re talking about a Lord like Malekith. But really you should be focused on actually killing the fucker. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sword of Swift Slaying:&#039;&#039; Bearer has Always Strikes First for 25 points. For 30 points you can take that as a Vampire Power, and there&#039;s literally no reason in any situation ever to take both. Take the Sword to save 5 points when you aren&#039;t taking magic weapons of any other kind or when you&#039;re trying to save points for more powers, take the power to save magic item points or to prevent one of those item-destroying abilities like the kind High Elves in the High Lore have. You can also take it on the Wight King, which is when it&#039;s worth consideration. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sword of Battle:&#039;&#039; 20 points, +1 Attack. Meh. Take if if you&#039;re on a budget with your blender Vampire Lord, but if that&#039;s the case why are you trying to make a blender lord?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Berserker Sword:&#039;&#039; 20 points, grants Frenzy. WHY would you want Frenzy? More importantly, why would you want to bother with Frenzy without the bonuses from Skabscrath? Probably more of a detriment than a bonus.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sword of Might:&#039;&#039; +1 Strength for 20 points. Not bad. Not great. S6 Vamp is okay though.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gold Sigil Sword:&#039;&#039; Attacks made with it are Initiative 10, 15 points. Vamp Lords already have I7, Vamps have I6. Once again probably not great, especially with TWO ways to get ASF. Bumping up the Wight King is okay though. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sword of Striking:&#039;&#039; Attacks made with it are +1 To Hit, 15 points. Not terrible, but Vamps already have such a high WS it&#039;s not too great unless low on points and need to bump up the hero assassin.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Biting Blade:&#039;&#039; Attacks made with it are Armor Piercing (-1 to the enemy&#039;s Armor Save). 10 points. It&#039;s the poor man&#039;s Obsidian Blade. Not a bad choice. But truth be told, Sword of Might is better. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Relic Sword:&#039;&#039; 10 points. Attacks with it always Wound on 5+ unless a lower result is needed. But chances are good your Vamps are going to be Wounding on better then that anyway. may be worth it vs Tombkings. Bleh. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Shrieking Blade:&#039;&#039; Bearer (and thus their Unit) causes Fear. 10 points. WHY. Everything you have causes Fear. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Tormentor Sword:&#039;&#039; 5 points, any monster or character who suffers an unsaved Wound has Stupidity for the rest of the game. There is almost never a time this is useful for anyone. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Warrior Bane:&#039;&#039; 5 points, any monster or character who suffers unsaved Wounds from it loses one Attack each to a minimum of 1. This once again is almost never good, and honestly would be best AGAINST Vampires. In the imaginary scenario where you are facing another Vampire Counts player and throw a hero Vamp against your opponent&#039;s Lord Vamp, this could be conceivably useful. But that&#039;s about it.&lt;br /&gt;
&lt;br /&gt;
====Magic Armor====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Armour of Destiny:&#039;&#039; 50 points, bearer has a 4+ Ward Save. Not terrible. Okay for kitting out a Vamp for some survivability. But there&#039;s better choices. Factor in that Heavy Armor costs only 6 points and you&#039;re looking at 44 points for that Ward Save. Forget it on the Wight King.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Trickster&#039;s Helm:&#039;&#039; 50 points, wearer has one extra point on their Armor Save. Any Wound that manages to get through has to reroll it. Probably better than the former option.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Armour of Silvered Steel:&#039;&#039; 45 points. Wearer has a 2+ Armor Save, which cannot be improved in any way, shape, or form. Here&#039;s your best choice from the magic armor. You don&#039;t need Heavy Armor with it, and the Shield will only grant a Parry. A very good choice if you are taking a great weapon or a paired weapon&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Armour of Fortune:&#039;&#039; 35 points. Heavy Armor that grants a 5+ Ward Save. Not bad. Not good either. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Helm of Discord:&#039;&#039; 30 points. One extra point of Armor Save, and at the start of each Close Combat you can choose an enemy in base contact with the bearer or the bearer&#039;s Unit. They must take a LD test. If its failed they can&#039;t make Close Combat attacks and it automatically hit by yours. Souped up version of Beguile at twice the points. Not bad, but yeah; it&#039;s just a souped up Beguile. Good on a Wight King. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Glittering Scales:&#039;&#039; 25 points. Light Armor, enemies have a -1 To Hit against the wearer in Close Combat. Ehhhhhhh...you&#039;re better off with the stock Heavy Armor? Stacks well if on a zombie dragon&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Shield of Ptolos:&#039;&#039; 25 points for a Shield. Bearer has 1+ Armor Save against Shooting Attacks. Actually pretty good, since your Vamp strategy is probably getting into melee ASAP.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Spellshield:&#039;&#039; 20 points. Shield. Grants Magic Resistance (1). Meh, Magic Resistance is pretty weak this edition so not a great choice. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gambler&#039;s Armour:&#039;&#039; 20 points for Heavy Armor that grants a 6+ Ward Save. Booooooring. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Dragonhelm:&#039;&#039; 10 points. One extra point of Armor Save, 2+ Ward against Flaming Attacks. Since Strigoi Ghoul Kings can&#039;t take magic armor, there&#039;s not really any good reason to take this. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Enchanted Shield:&#039;&#039; 5 points for a Shield. Bearer has two extra points to his Armor Save. Actually a nice option since it&#039;s only 2 points more than the standard non-magical shield Vamps can take for an extra point of armor. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Charmed Shield:&#039;&#039; 5 point Shield, first hit suffered by the bearer is disregarded on a roll of 2+. Mostly a useless magic item, especially for the army of badass heroes who heal the fuck out of themselves.&lt;br /&gt;
&lt;br /&gt;
====Talismans====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Talisman of Preservation:&#039;&#039; 45 points for a 4+ Ward Save. Taking this and regular Heavy Armor instead of the Armour of Destiny saves you 5 points of Magic Items, which allows you to take that Charmed Shield at the cost of one more point total for your Vamp. This makes it better in most cases. Sadly, there&#039;s no reason to take it on your Strigoi Ghoul King since you can&#039;t combine a Regeneration save and a Ward Save. It can give your Necromancer survivability. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Obsidian Lodestone:&#039;&#039; 45 points for Magic Resistance (3). If you&#039;re worried about the Mortis Engine blowing up, this is your good luck charm.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Talisman of Endurance:&#039;&#039; 30 points for a 5+ Ward Save. Yeah...once again, you save one point by taking the Armour of Fortune, but if you need 5 more points in Magic Items you&#039;ll want to go with this choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Obsidian Amulet:&#039;&#039; 30 points, grants Magic Resistance (2). Same purpose as the Lodestone. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Dawnstone:&#039;&#039; 25 points to reroll failed Armor Saves. Not a bad choice for a survival Vamp. Pair it with the Armour of Silvered Steel for best use. Since your SGK can&#039;t have armor, there&#039;s no reason to take it with him.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Opal Amulet:&#039;&#039; One use 4+ Ward Save. Costs 15 points. Maybe in a low point game, but in a legitimate 1.5k+ game it&#039;s a waste of points for anything but a Necro.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Obsidian Trinket:&#039;&#039; 15 points, grants Magic Resistance (1). As with the other Obsidian items. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Talisman of Protection:&#039;&#039; 15 points for a 6+ Ward Save. Do you really need a Ward Save this bad? Not terrible, but...there&#039;s better places to put 15 points. Even for your Ghoul King.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Seed of Rebirth:&#039;&#039; 10 points for Regeneration (6+). Cash in on that Mortis Engine bonus with your Necros and Vamps! Great choice if you&#039;re fielding one. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Dragonbane Gem:&#039;&#039; 5 points, 2+ Ward Save against Flaming Attacks. You NEED this on your Strigoi Ghoul King. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Pigeon Plucker Pendant:&#039;&#039; 5 points, 5+ Ward Save against Wounds caused in Close Combat by a model with Fly. If you&#039;re afraid of your caster sitting in a Zombie or Skelly bunker being picked off by Fell Bats, Giant Eagles, and the like then maybe. But tailored lists are probably the only place this belongs. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Luckstone:&#039;&#039; One use, reroll a failed Armor Save. It&#039;s twenty points less than the Dawnstone, but is reduced in effectiveness thanks to the fact whoever you&#039;re kitting out to survive will probably be facing more than one Armor Save. Probably meh.&lt;br /&gt;
&lt;br /&gt;
====Magic Standards====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Rampager&#039;s Standard:&#039;&#039; 55 points to reroll your Charge distance if it fails. This can salvage a Frenzy Charge, but for 55 points you can only take it on your BSB. This alone pretty much makes it useless. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Wailing Banner:&#039;&#039; Causes Terror for 50 points. Generally speaking, this isn&#039;t what you want in this army since it&#039;s just upgrading your Fear to Terror which a Vamp could do plus the combination of items that make your Fear-causing list badass doesn&#039;t leave room for a third Banner. Disregard!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Ranger&#039;s Standard:&#039;&#039; Unit has Strider, ignoring Dangerous Terrain tests. In a map LOADED with Dangerous Terrain it can be good, but since your Black Knights are Ethereal this only is a factor for them if you actually STOP in terrain. But if you just want to plod your way through the map without going around things, taking this is good. At any rate it&#039;ll prevent your opponent from factoring it into the Movement Phase when trying to get an edge over you.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Razor Standard:&#039;&#039; Now here we go! 45 points to give everything in the Unit with it Armor Piercing. Those Zombies and Skellys are a lot more dangerous looking when the opponents go from Heavy Armor wearing Spearmen to Light Armor. It&#039;s by no means a &amp;quot;must have&amp;quot;, but it&#039;s okay and if you need to pick something for your BSB.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;War Banner:&#039;&#039; +1 to Combat Resolution. 35 points. This is actually pretty good, since Combat Resolution causes you to take casualties. If you&#039;ve got a Unit like Grave Guard that can take magic banners this is a good choice.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Banner of Swiftness:&#039;&#039; 15 points, +1 Move. Your army is based on getting into melee, so this is a good choice as well. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Lichbone Pennant:&#039;&#039; 15 points for Magic Resistance (1). &amp;lt;s&amp;gt;Some survivability for Units marching close to the Mortis Engine.&amp;lt;/s&amp;gt; MR doesn&#039;t do anything for magical attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Standard of Discipline:&#039;&#039; 15 points, +1 LD. Sounds great to hide from Crumble? Well, you can&#039; use the General&#039;s Inspiring Presence rule. But you only Crumble when the General dies...so it&#039;s good.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Banner of Eternal Flame:&#039;&#039; 10 points. There is NO army in the game who are precluded from this option. Use it to chop down enemy Regenerators, scare the beasties (but everything in the army already does), and clearcut those fucking Wood Elf tree monsters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Gleaming Pennant:&#039;&#039; 5 points, reroll your first failed LD test. &amp;lt;s&amp;gt;Can save you from Crumble. Good for 5 points if you have the option to take a magic banner, but don&#039;t want/have points for anything else.&amp;lt;/s&amp;gt;  Crumble is not a leadership check, it states by the amount you go over, not if you fail therefore this is utter pointless.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Scarecrow Banner:&#039;&#039; [[Count Joe Kürbisgärtner]] lists only, since this literally has no use. 5 points to cause Fear in Flyers but you cause Fear against everything anway...&lt;br /&gt;
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&lt;br /&gt;
----&lt;br /&gt;
====Arcane Items====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Book of Ashur:&#039;&#039; 70 points, bearer has +1 to cast and dispel. That&#039;s a LOT of points for something there&#039;s better options for.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Feedback Scroll:&#039;&#039; 50 points, one use. Instead of dispelling, you can use this. The spell works, but for every power dice used to cast the spell the casting Wizard takes a Wound on a 5+. If you&#039;re lucky, you can use this to take out your opponent&#039;s only spellcaster. Pretty good choice. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Scroll of Leeching:&#039;&#039; 50 points, one use. Use it instead of dispelling, you get to have as many dice as was used to cast the spell in your next magic phase (no more than 12 dice ever, remember). This puppy, if used when your opponent whips out Dwellers or Cas&#039;s Comet, can get that Black Coach out a few turns early!&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Sivejir&#039;s Hex Scroll:&#039;&#039; 50 points. One use, once again you use it instead of dispelling. Enemy Wizard must roll their own level or lower on a D6, but if they fails they turn into a frog. They can no longer cast spells, their magic items stop working, and all stats other than Wounds become 1. Each turn they must roll a D6, and only on a 4+ do they go back to being normal.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Power Scroll:&#039;&#039; 35 points. One use, use when you cast a spell. ANY roll of a double causes Irresistible Force and a miscast. Suicide spell, coupled with Forbidden Lore you can try to whip out a level 6 spell that your opponent cannot try to prevent. It&#039;s actually not a bad option, taking a single Vampire on their own, far from friendlies the explosion radius can hit and whipping out something big. But that&#039;s about it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Wand of Jet:&#039;&#039; 35 points, one use, after you roll your power dice you can tack on an extra power dice roll. Not bad when you&#039;re trying to conserve dice between multiple spellcasters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Forbidden Rod:&#039;&#039; 35 One use. Add D6 more Power Dice to your Magic Phase at the beginning, but inflicts D3 Wounds on the user that you can&#039;t save against (You don&#039;t get Armor Saves but Ward and Regen are still allowed). Since you can restore such Wounds with the lore attribute, it&#039;s not a terrible tradeoff particularly if you can save some of them with Black Pariapt. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Trickster&#039;s Shard:&#039;&#039; One use only. 25 points, use at the start of the Magic Phase. For that phase when one of your spells is dispelled the enemy Wizard that did it rolls a D6, taking a Wound without saves on a 5+. Eh...good if you&#039;re spamming Invoc on a bunch of different casters. But this won&#039;t really save you from dispelling, and on phases you aren&#039;t casting many spells it&#039;s wasted. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Earthing Rod:&#039;&#039; 25 points. If you miscast, you can reroll the result. Not a bad idea but it&#039;s a bit too expensive to reroll what will probably be another &amp;quot;localized Exterminatus&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Dispel Scroll:&#039;&#039; One use, 25 points, use instead of attempting to dispel. Auto-dispel an enemy spell, unless it&#039;s Irresistible (at which point the caster won&#039;t be around much longer most likely). This is never bad, for any army, to take. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Power Stone:&#039;&#039; One use. 20 points. Before you cast a spell, you can use this to add two power dice (you must use at least one of your regulars). &lt;br /&gt;
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*&#039;&#039;Scepter of Stability:&#039;&#039; 15 points, one use. Increase dispel results by +D6 after you find out how many you&#039;re getting, but before any casting takes place. Pretty good. &lt;br /&gt;
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*&#039;&#039;Channelling Staff:&#039;&#039; 15 points, add +1 to all Channeling attempts to get more power dice. Eh...probably not. 16% chance for just one more power dice. You have much better ways to get it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Scroll of Shielding:&#039;&#039; 15 points, one use. Use instead of dispelling. Target of the spell has a 4+ against Wounds caused by it. Since most spells you should be afraid of (barring the Lore of Death) don&#039;t cause direct Wounds, this is usually a mediocre option.&lt;br /&gt;
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====Enchanted Items====&lt;br /&gt;
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*&#039;&#039;Wizarding Hat:&#039;&#039; 100 points, bearer is a level 2 Wizard in a random spell lore but has Stupidity. Since the only two options that can afford it are already level 1-3 Wizards there is literally no reason to ever take this.&lt;br /&gt;
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WAIT- it could technically grant access to the lore of life. In massive points games, you could therefore have access to every single lore!!!&lt;br /&gt;
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*&#039;&#039;Fozzrik&#039;s Folding Fortress:&#039;&#039; 100 points, deploy a Watchtower on your side of the field in the deployment zone. Since your army relies on Close Combat and you don&#039;t really have any ranged options, this is a terrible choice. It&#039;s possible you can stick a caster in it and use it as a bunker, but your army would still need to be close by to get use out of it which goes back to the main problem; you need to be in Close Combat, you have no ranged options, your opponent probably does. If it moved, you could deploy it anywhere, or was in the middle of the field under your control things would be different.&lt;br /&gt;
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*&#039;&#039;Arabyan Carpet:&#039;&#039; Grants Fly for 50 points to an option on foot. They cannot join a Unit. The only application is a Flying Necromancer or Wight King, but WHY would you want that?&lt;br /&gt;
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*&#039;&#039;Crown of Command:&#039;&#039; Grants Stubborn for 35 points. Your army is Unbreakable, once again there&#039;s no reason to take this.&lt;br /&gt;
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*&#039;&#039;Healing Potion&#039;&#039; 35 points, one use. At the start of the turn, recover D6 Wounds. Not really a terrible choice, but it fulfills the same role as Invocation. So unless you can think of a situation where you&#039;d want it, skip it.&lt;br /&gt;
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*&#039;&#039;Featherfoe Torc&#039;&#039; 35 points. Flying creatures and their riders reroll successful rolls to hit the bearer and their Unit in Close Combat. Good for tailoring a list, but there&#039;s not really a guaranteed need for it. It&#039;s main use is if you fear warmachine hunters going for your caster bunker.&lt;br /&gt;
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*&#039;&#039;Ruby Ring of Ruin&#039;&#039; 25 point Bound Spell, level 3, Fireball spell. Meh. Double meh. &lt;br /&gt;
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*&#039;&#039;The Terrifying Mask of EEE!&#039;&#039; 25 points to cause Terror. The only thing in your army that doesn&#039;t cause Fear is the Necromancers, who will NOT be by themselves; so no, don&#039;t ever take this. &lt;br /&gt;
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*&#039;&#039;Potion of Strength&#039;&#039; 20 point one use item, used at the start of either player&#039;s turn. User has +3 Strength for that turn. Eh...no. Probably not. &lt;br /&gt;
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*&#039;&#039;Potion of Toughness&#039;&#039; Also 20 points, one use, used at the start of either player&#039;s turn. User has +3 Toughness for that turn. More useful, especially on a Strigoi Ghoul King, but still not particularly handy in most scenarios.&lt;br /&gt;
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*&#039;&#039;The Other Trickster&#039;s Shard&#039;&#039; 15 points. Models in base contact with the bearer reroll successful Ward Saves. It&#039;s a good &amp;quot;fuck you&amp;quot; to High Elves, and can be situationally useful in many scenarios against other armies. Not a bad choice for an offensive character, or any character WITH an offensive Unit. &lt;br /&gt;
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*&#039;&#039;Ironcurse Icon&#039;&#039; 5 points, bearer and their Unit have 6+ Ward Save against warmachines. Great for 5 points, a 6+ ward on a unit is better than nothing, especially when it&#039;s a massive horde.&lt;br /&gt;
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*&#039;&#039;Potion of Foolhardiness&#039;&#039; 5 points, same rule as the other two lower point potions, grants Immune to Psychology and Devastating Charge. If you took a Vamp with Flying Horror this can be situationally useful, but as is? Nope. &lt;br /&gt;
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*&#039;&#039;Potion of Speed&#039;&#039; 5 points, same as the other potions, +3 Initiative. Probably not. Wight King could benefit (how?) but still, not a good choice.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Magic==&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt; The magic Lores that Vampire Counts casters can take by default are the Lore of Vampires, Lore of Death, and the Lore of Shadow, though the Lore of Shadow is not available to Necromancers (Master or not).  There&#039;s also the Forbidden Lore, where a vampire character can use any of the main rulebooks lores excluding Life.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Lore of Vampires====&lt;br /&gt;
No matter how you play, you will end up with at the minimum a Level 1 caster in this lore. &lt;br /&gt;
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The Magic Phase of Warhammer Fantasy is basically a glorified game of chicken arbitrated by dice. Approach Lore of the Vampires from this perspective: how can you scare the wits out of your opponent? The short answer: the healing power of your Lore attribute, Invocation of Nehek spamming, the Dance Macabre, and Curse of Years. These three spells are the core of what makes the Vampire Counts terrifying: endeavor to have all three of them available to you, preferably with a redundant Invocation every turn on a Vampire or Necromancer Hero. &lt;br /&gt;
They&#039;re all cheap spells (low casting values for what they do, combined with the ability to reduce their casting values with different options in your army) and have effects that dictate the flow of the game. Taking a Level 4 Master Necromancer or the Hero level Mannfred in games where you can&#039;t afford a kitted out Vampire Lord caster is always your best bet. The Magic Phase is where Vampire Counts have a huge advantage: if you want to play the army to its fullest, exploit the shit out of it.&lt;br /&gt;
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The lore attribute, Curse of Undeath, allows you to allocate one healed wound to the caster or a model within 12 inches of the caster of any spell in the lore. For great times late game cast spells around your Coven Thrones to keep that rape train running and make your opponent cry as the ladies cause their troops to hit themselves. Early on it&#039;s the primary way to keep your Mortis Engine from self-destructing. Note that this doesn&#039;t require the target to be undead, therefore being funny in allied games&lt;br /&gt;
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*Invocation Of Nehek: The signature spell and the army&#039;s bread and butter. 6+ cast value to affect all models in a 6 inch bubble, or at a 12+ cast value all models in 12 inches, and at a 18+ cast value all models in (you guessed it!) 18 inches. It&#039;s an augment that heals infantry for D6 plus the caster&#039;s level. Thanks to the newly dead rule, zombies get 2D6 instead. Ghosts, vampires, and large targets heal exactly one wound from it (two if you factor in the lore attribute).  Characters (and their mounts) are not affected by the spell.  Everything else heals 1 plus the caster&#039;s level. This is the spell that stands up all our terrible infantry to fight another round. At least 2 casters should have this at all times, no exceptions. &lt;br /&gt;
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*Vanhel&#039;s Dance Macabre: 6+ Augment with a range of 12 inches on a target Undead unit (so no throwing this on living allied armies in 2v2 games) or 12+ to affect everything in a 12 inch bubble. Models reroll failed To Hit rolls in close combat until the next Magic Phase, and if they aren&#039;t busy they can move another 8 inches immediately like it was the movement phase still. Say it with me: Movement wins games. Your army is on par with snails (or worse, Dwarfs!) without this spell. With this spell, you are one of the fastest armies in the game. Your troops are also 100% close combat, so if they&#039;re not in combat, you&#039;re losing. You want to guarantee that you have this spell in every game, even if it means taking the Book of Arkhan in every. Single. Game. The rerolls to hit just make this spell even better: the AoE version is cheap, and with a Corpse Cart or two it can turn your army into an unstoppable murder machine. Factor in a Mortis Engine or two and 12+ can be achieved with just two power dice by a level 4 caster, negating miscast issues. In big games, two Corpse Carts and two twenty-strong hordes of Crypt Ghouls accelerated by a caster with this spell and supported by multiple castings of Invocation will steamroll the opposition. Your opponent will cry when each block of Ghouls tosses out 30 ASF poisoned attacks with rerolls to hit, and then the casualties he manages to inflict just get back up and keep killing him. If you manage to get two casters with the AoE version, watch your opponent&#039;s face when your army covers 20&amp;quot; in one turn and drink the sweet despair. Also wonderful in other lists since Zombies can become terrifying when they hit first (see Corpse Cart) and reroll hits. This spell can also be used to push Hexwraiths across enemy units and trigger more hits from their Spectral Hunters rule. With some good positioning and multiple casters with access to this spell (Mannfred and Kemmler get it automatically through Loremaster, and it comes in a bound form on the Book of Arkhan) you can yo-yo a unit of Hexwraiths back and forth across your opponent&#039;s line to devastating effect. There used to be some debate about if this was legal, but the the April 2013 FAQ for Vampire Counts explicitly says that Spectral Hunters works with Danse Macabre. &lt;br /&gt;
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*Hellish Vigour: 8+ Augment to affect one Undead Unit within 12 inches, or all Undead within 12 inches for 12+. Reroll all failed To Wounds until the next Magic Phase. As you can see, combined with the above spell our base infantry murders everything it touches. Woe be to the foe if we get a magic phase all to ourselves. Put on Grave Guard for ultra lulz. Most players won&#039;t let you get off both of course, but even Zombies can chew up some Special options if you can get Vanhel&#039;s and Hellish Vigour on them. A horde of Ghouls with both goes beyond broken, and with a score of lucky rolls can obliterate almost anything they get their hands on. Bear in mind that it has an expensive casting cost for what it does by itself, and is only really effective when cast on a lot of bodies. Danse Macabre is far more effective in most situations if you have to decide between the two. &lt;br /&gt;
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*Gaze of Nagash: 9+ Magic Missile with a range of 24 inches, 48 inches with a 12+. 2D6 Strength 4 hits. Not huge or game changing but will ruin Beastmen and other Light Armor-only armies. Also useful for picking off lone wizards.&lt;br /&gt;
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*Raise Dead: 9+, unique spell. Within 18 inches anywhere at least one inch from any terrain or Unit, you can spawn 2D6+3 Zombies. For a 14+ instead, you can spawn 2D6+3 Skeleton Warriors. It becomes a new Unit with no upgrades and does not award Victory Points but also can&#039;t be dispelled once they hit the table. Amazing since it can be cast in combat. Get your main mob of zombies or skeletons in combat and let the flank charges begin! May not add a whole lot but if you get it on less than Fearless units the Fear test alone can win the fight. If you roll it keep it, provided you have the models to support. It can be especially useful in summoning models directly in front of your opponent&#039;s gunlines to soak of their fire. You can also eat the turn of a warmachine by tying it up in Close Combat. That being said, this spell shouldn&#039;t take priority over Danse Macabre or when there&#039;s a nice opening for one of your other spells. &lt;br /&gt;
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*Curse of Years: 12+ Hex with an 18 inch range, no boosted version. Remains in play until the enemy manages to dispel it. On casting, roll D6 for every model in the target Unit. For every 6, they take a Wound. At the end of every Magic Phase (yours AND your opponent&#039;s) every turn after, roll a D6 for each model, suffering Wounds on a 5+ that turn, a 4+ the next, 3+ the next, to a maximum of 2+ if your opponent&#039;s Wizard is staring at the sky not even trying to dispel it. No Armor Saves are allowed against it. There&#039;s absolutely NOTHING bad about this spell. It is one of the best in the game, for various reasons. It&#039;s painful to your opponent when it&#039;s cast on his point-expensive deathstar Unit because it ignores Armor Saves (bye-bye Ogres, sayonara Warriors of Chaos, don&#039;t forget to write High Elves!). It&#039;s a fire-and-forget spell, letting your opponent dictate what&#039;s going to happen. Once it&#039;s on the enemy, their top priority is getting rid of it as whatever it&#039;s on will be devastated in three turns so your opponent will burn dispel dice getting rid of it, only to leave himself open to your Augments or you just recasting it. Oh, and did you catch the fact that it can be cast into Close Combat because it&#039;s a Hex? Unless your opponent has a Lord level spellcaster (unlikely for most armies below 2000 points) then he&#039;s going to having to get very lucky in his dispel once he burns through his Dispel Scrolls and even if he does have a Wizard Lord you can try to nail them using a Feedback Scroll or some sniping; in this case, cast this as your Lord level caster character (doesn&#039;t matter if it&#039;s a Necro or a Vampire) and cackle like a witch as your opponent has to write off whatever this spell hits as doomed, then cast it on another Unit next Magic Phase until the field looks like a very dusty pantry.&lt;br /&gt;
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*Wind of Death: 15+ Remains In Play Magic Vortex with a small template, 25+ for a large template. Once it&#039;s been placed &amp;lt;s&amp;gt;(anywhere you want)&amp;lt;/s&amp;gt; (no, it&#039;s a vortex and follows the normal vortex placement rules as stated in the BRB), you choose the direction it&#039;ll go. Roll one artillery dice and multiply it by 3, which is how many inches it&#039;ll move. Anything it passes over takes D6 Armor-ignoring Strength 3 hits, Strength 4 at the higher casting value. If you roll a misfire on the artillery you begin the template on the caster instead of where you chose  and roll a scatter and a D6 to determine the direction it&#039;ll move and how far. If you roll the Hit side, it&#039;ll move the direction of the hit instead of the direction you chose. Regardless of where it starts you throw an artillery dice in the direction a scatter dice indicates with a misfire causing it to fade away. Use this spell to thin deathstars, or superior hordes such as those of Orcs &amp;amp; Goblins. Anything with low Toughness also suffers, such as the armies of Elves. The only problem with this spell is the chance of it fading and the possibility of consuming yourself on top of the high cast value. Curse of Years is far superior in every way, except against armies with lots of small Units.&lt;br /&gt;
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====Lore of Shadows====&lt;br /&gt;
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This can be a useful lore on a Vampire as it comes with several Hexes and damage spells that increase the effectiveness of your own Units by reducing the stats of enemy units, firing off cannonball lines of pain, or dropping nasty templates. &lt;br /&gt;
This lore will only really be seen in games over 1500 points as Lore of Vampires takes priority on at least 2 Wizards, preferably the higher level ones.&lt;br /&gt;
The spell lore, Smoke and Mirrors, allows the spellcaster to switch places with a friendly character of the same model type within 18 inches which can be useful for getting them back and forth in your mage bunkers, but that&#039;s situational at best. &lt;br /&gt;
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*Melkoth&#039;s Mystifying Miasma: Can be useful for taking away enemy movement, otherwise not very effective as your own stats will be far above or far below theirs. &lt;br /&gt;
*Steed of Shadows: Generally not great, Danse is far better despite having a higher casting value but it works on the whole Unit.&lt;br /&gt;
*The Enfeebling Foe: Hell yes this spell is great! It can cripple a Dragon, it can make those nasty little White Lions as weak as a Goblin, and so forth. Best used to reduce the pain of charges, or keep your tarpits un-alive. &lt;br /&gt;
*The Withering: Fuck yes a spell that lowers Toughness! Fuck Ogres, fuck Daemons, and once again those Elves are gonna be equivalent to Gubbinz. &lt;br /&gt;
*The Penumbral Pendulum: Forget using this on Elves, throw this against those desert-dwelling Tomb King fogeys and those crazy Mexican scalies and wipe out chunks of their army easy.&lt;br /&gt;
*Pit of Shades: Init Test or die, not as nasty as Purple Sun or Dwellers Below, but at a discount casting level. If you combo with Melkoth&#039;s Mystifying Miasma it can even work on Elves in a reduced capacity.&lt;br /&gt;
*Okkam&#039;s Mindrazor: situational as few of your models have a decent Leadership score. You can still bump up by a few points in some cases though, like making Grave Guard and Black Knights S6 or Ghouls S5. But packing a Vampire Master General into a Unit of Zombies can get them S10!&lt;br /&gt;
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====Lore of Death====&lt;br /&gt;
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Short-ranged sniper magic is a good way to describe most of this lore. Spell lore is Life Leeching, each Wound a Lore of Death spell causes, roll a D6 (and Purple Sun things killed get one roll for each Wound the model had). For each 5 or 6, add a die to your Power Dice for next turn. &lt;br /&gt;
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*Spirit Leech: Signature Spell and one of the best anti-monster spells around as you will normally have at least 2 more LD than your target and very few monsters have Ward Saves.&lt;br /&gt;
*Aspect of the Dreadknight: Since everything you have causes Fear, the only use of this is Terror which lets you cause Fear to other models with Fear. As such, great for slowing down Ogres and the like, otherwise meh. &lt;br /&gt;
*The Caress of Laniph: Easily cast spell that&#039;s great for taking out Wizards and other low Strength models, will cause 2 Wounds on average to a S3 target and ignores Armor. Pretty good.&lt;br /&gt;
*Soulblight: Good for helping you win a single combat or making your opponent panic come his turn as the tides turn against him.&lt;br /&gt;
*Doom And Darkness: This will make those Fear test lot more likely to be failed, combine with Aura, Fear Incarnate, Screaming Banner, and Supernatural Horror to all but ensure your opponent goes running. &lt;br /&gt;
*The Fate Of Bjuna: Much like caress but instead targets toughness, and wounds on a 2+ instead of a 4+, another Wizard-hunting spell. Averages 3 wounds to a T3 model. Better than Caress because of the Stupidity effect.&lt;br /&gt;
*Purple Sun of Xereus: Init test or die, this spell is quite capable of ending games (and friendships) in a single cast and due to Lore Attribute giving you a lot more power dice to keep the magic rolling.  Be warned, your own troops have lower Initiative as well, and once the unit&#039;s wiped out they&#039;re not coming back except for Zombies.&lt;br /&gt;
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===Forbidden Lores===&lt;br /&gt;
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With a Vampire upgrade (meaning only Vampire casters can do this) that rings in at 25 points, you can take any Lore from the Core rulebook other than Lore of Life. This generally isn&#039;t ideal since the default Lores are pretty well suited to the army and don&#039;t burn 25 points, but by no means is it a BAD idea to do. Also great for fluff lists or throwing your opponent a curveball.&lt;br /&gt;
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====Lore of Fire====&lt;br /&gt;
Turning the spell lore most popular with Sigmarites and [[Witch Hunters]] against them? Hell yeah!&lt;br /&gt;
While Fire is probably the bottom of the Lore tier list, it isn&#039;t by much. Lots of S4 damage that gets better the more dice you pump into it, and it&#039;s devastating against models with Regeneration, and those nasty Wood Elves and dusty old bones Tomb Kings. &lt;br /&gt;
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The lore attribute, Kindleflame, reduces the casting difficulty of each Lore of Fire spell when targeting a Unit you&#039;ve already hit with one by D3. The spells themselves are not difficult to begin with, allowing a level 4 Wizard to unleash hell on a budget. Using Black Periapt, this is perhaps the army best at using this lore in fact. &lt;br /&gt;
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*Fireball: Signature spell, the lowest level is easy to cast, not bad and a great way to open up for the attribute for a higher level spell. It&#039;s a good substitute for your lack of a shooting phase as well. &lt;br /&gt;
*Cascading Fire-Cloak: A pretty good spell, it&#039;s cheap on top of being fire and forget (no pun intended) and can deal a fair amount of damage if your opponent lets it stay, so you&#039;ll eat some of their dispel dice. It&#039;s another great way to make Zombies and Spirit Hosts more than just a tarpit. &lt;br /&gt;
*Flaming Sword of Rhuin: It&#039;s decent, not better than your Lore of Vampires augments but if you can throw it on a unit of Grave Guard, it&#039;s wicked. &lt;br /&gt;
*The Burning Head: Once again, better found in another Lore but good as it stands. &lt;br /&gt;
*Piercing Bolts Of Burning: Good against TK, O&amp;amp;G, Skaven, and anything else trying to get Stubborn by being in a horde. This is one of the better spells in the Lore for once again removing opposition to your tarpit, this time by clearing out your opponent&#039;s anvil. &lt;br /&gt;
*Fulminating Flame Cage: This spell is very nice, as it will more or less halt a low armour low Toughness horde for one turn or inflict heavy casualties. In addition, enemy Frenzy units or those with Stupidity and crap LD are almost assured to take those hits. One of the best spells in the Lore. &lt;br /&gt;
*Flame Storm: While Cage affects one Unit, this spell affects a large number of small Units. It can entirely miss anything however, so it does have some added risk. Still not bad, and cheap for a template spell.&lt;br /&gt;
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====Lore of Beasts====&lt;br /&gt;
Remember that the Vampire Counts set up shop in [[Albion]] and [[Lustria]], which is a good fluff basis. Strigoi, or frontier Vampires works too. &lt;br /&gt;
Lore of Beasts is one of the better Lores in the game. Contains some good and cheap Augments and a Hex that really help bulk up VC troops, and one of the potentially most risky and broken combos in the entire game. &lt;br /&gt;
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The Lore Attribute, Wildheart, makes the spells 1 point easier to cast on Beasts, Monsters, Cavalry, Chariots, Swarms, Monstrous Beasts, Monstrous Cavalry, or anything Beastmen.  It&#039;s absolutely fucking boring and pretty much a non-factor. &lt;br /&gt;
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* Wyssan&#039;s Wildform: Signature Spell, and there is literally nothing bad about this spell, nor is there a bad way to use it. Your penny bodies suddenly stand up like dime infantry. Since it comes standard with the Lore, you can throw it on a Level 1 Vampire caster and get the best possible spell here every time. &lt;br /&gt;
*The Flock of Doom: On one hand, it&#039;s cheap. You probably wouldn&#039;t need more than one dice to cast it. On the other hand, the likelihood of it killing anything higher than T3 with no armour is very low, not worth it. &lt;br /&gt;
*Pann&#039;s Impenetrable Pelt: Augment. Nice way to keep your Vamps alive, particularly in magic-heavy, combat character-less lists. But the return is iffy. Use it situationally. &lt;br /&gt;
*The Amber Spear: Not only is this a ranged attack, it&#039;s an artillery attack. Covers a hole missing in the Vampire Counts arsenal nicely, wasting those nasty monsters and cavalry off nicely. &lt;br /&gt;
*The Curse of Anraheir: Pretty neat ability, the reduction to shooting saves you some casualties while racing into melee and during those nasty charges. Making all terrain dangerous is another way to dominate the Movement Phase.&lt;br /&gt;
*The Savage Beast of Horrors: Expensive spell, but holy shit will it devastate.  Lather in your opponents tears, then rinse off in their blood when the battle ends. &lt;br /&gt;
*Transformation of Kadon: The main problem with this spell is, since the Magic Phase is after the Movement Phase, you must be already in Close Combat for it to do any good. That means you will probably Charge, not knowing if the spell will work or not. But all other rules, including Vampire Powers, continue working- imagine a Mountain Chimera with Red Fury and Quickblood.  That&#039;s 4D6+1 (so average around 13-17) poisoned ASF attacks at WS7, S7, I5, generating new hits on every successful wound.  Let that sink in.  That said, it&#039;s one of the higher risk plays in Warhammer Fantasy, but if you can pull it off the rest of the match will be a mop-up.&lt;br /&gt;
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====Lore of Metal====&lt;br /&gt;
For your self-respecting Vampire Dwarf list. &lt;br /&gt;
A fairly decent Lore, although it&#039;s generally overshadowed by the darker Lores (and Life). &lt;br /&gt;
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The main benefit of this Lore is for low survivability armies or against highly armored armies, and as such this is a good Lore for VC. &lt;br /&gt;
The Lore Attribute, Metalshifting, means your rolls to wound are equal to the opponent&#039;s armour save, and the hits are also flaming and armor-ignoring.  As a result, this is a good Lore for killing heavily armored stuff in addition to being fantastic against armies like Warriors of Chaos, but on low armour armies it&#039;s not nearly as good.&lt;br /&gt;
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*Searing Doom: Signature Spell that&#039;s great against heavy cavalry or high armoured anvils.  High casting cost though, especially when boosting (although successfully boosting this against heavy cavalry will be brutal).&lt;br /&gt;
*Plague of Rust: PERMANENTLY reduces the Armor by one point of an ENTIRE UNIT. You can cast this every fucking turn, stripping your foe essentially naked (2lewd).  This spell is one you want to cast on something you don&#039;t intend to blast with another spell from this Lore, but otherwise this is one of the best spells in the game. &lt;br /&gt;
*Enchanted Blades of Aiban: Armour Piercing Ghouls? FUCK YES! If you CAN cast this spell, you should. &lt;br /&gt;
*Glittering Robe: Once again, almost everything can benefit from this. Grave Guard and Black Knights become downright diamond-hard with it. Also, they&#039;ll look FABULOUUUUS!~&lt;br /&gt;
*Gehenna&#039;s Golden Hounds: It&#039;s cheaper than Searing Doom, and you&#039;ll hit the best targets in the Unit most likely, but the chances of hitting your target are low. Conditional spell. &lt;br /&gt;
*Transmutation of Lead: When you could cast Glittering Robe, Plague of Rust, and Enchanted Blades of Aiban there&#039;s no real reason to use this spell. You could stack it with some of the others, but chances are good that would steal power dice from your Invocation casting and would probably be overkill.&lt;br /&gt;
*Final Transmutation: A very nice spell, and the most widely useful &amp;quot;save or die&amp;quot; spell overall since it doesn&#039;t rely on a specific stat to work but instead is based on luck. It generally won&#039;t match the sheer killing power of, say, a Purple Sun against Ogres or Lizzies, but on average, a third of what you cast it on dies. If you take out the General or BSB (although the odds of them being affected are lower), then the chances of that Stupidity roll go through the roof which gives you one turn of Movement dominance. Great spell. Plus, if you manage to win a game using it you can really give a cheeky poke to your opponent by obtaining one of the same kind of model you turned to gold last game, painting it gold then mounting it on the Coven Throne or Mortis Engine like a hood ornament.&lt;br /&gt;
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====Lore of Light====&lt;br /&gt;
Taking the spell lore utilized to cleanse the world of the Undead as a Vampire? Actually quite possible, since the Lore is equally effective against Daemons and Chaos (which most Undead are NOT fond of). Lahmians infiltrated the [[Sisters of Sigmar]] long ago, and there&#039;s also non-evil Vampires running around (mostly those who have self control combined with the aforementioned hatred of Chaos). This lore is actually a solid choice, as it helps get around some of the shortcomings of the Vampire army.  The lore attribute is super situational (the two damage-dealing spells do extra damage against undead/daemons... yay) and probly won&#039;t come into play.&lt;br /&gt;
*Shem&#039;s Burning Gaze: signature spell, gives a decent magic missile that can be boosted to be a fairly nasty magic missile.  It&#039;s a flaming attack (you know, because it&#039;s &amp;quot;burning&amp;quot;), so it helps against regenerating stuff.  &lt;br /&gt;
*Pha&#039;s Protection: as the name suggests, it protects your target unit from being hit by things, whether it&#039;s shooting or melee.  Can even prevent cannonballs from shooting you.  Can be cast in a bubble for extra love.&lt;br /&gt;
*Speed of Light: so your troops generally have lousy WS and I.  Well guess what?  Here&#039;s the fix for that.  Can be boosted to affect a bubble around the wizard.  &lt;br /&gt;
*Light of Battle: a morale boost for an army that doesn&#039;t have morale.  Can be useful as a contingency- if your general dies, this spell suddenly becomes helpful with those crumbling tests, especially if you boost it for the bubble effect.  But if you&#039;re at that point where you need to rely on this, then things probably aren&#039;t going well for you.&lt;br /&gt;
*Net of Amyntok: potentially stops an enemy unit from moving or attacking you.  Especially useful against shooty units or warmachine crews, who generally have S3.&lt;br /&gt;
*Banishment: the other damage-inflicting spell.  A decent magic missile that can be boosted for extra range.  Especially useful against units that rely heavily on ward saves (like daemons or High Elves) because it forces rerolls of successful ward saves.&lt;br /&gt;
*Barona&#039;s Timewarp: gives bonus attacks plus ASF and extra movement.  Combine this with Speed of Light and suddenly your wimpy skeletons become kinda terrifying.  And this too can be boosted into a bubble effect.&lt;br /&gt;
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====Lore of Heavens====&lt;br /&gt;
Who&#039;s better at astrology and astronomy than a race who spends all their waking hours at night? What&#039;s a better profession for a long-lived master of the undead in a world where you can actually read the future (or at least possible futures and big events) with star charts, and with a [[Morrslieb|moon that causes necromantic magic to grow stronger or weaker?]]  As for the crunch, this isn&#039;t an ideal choice considering your other options.  To begin with, it has one of the least useful attributes of any lore- it does some free hits to a spell&#039;s target if that target happens to be flying.  Woot.&lt;br /&gt;
*Iceshard blizzard: gives an enemy unit a penalty to hit and to their Ld; has a 50/50 chance of causing artillery to not shoot.  Can be boosted for double range.  Not a bad spell, especially if it does manage to protect you from enemy artillery.&lt;br /&gt;
*Harmonic Convergence: a buff that gives one of your units (or boost for a bubble) rerolls on to-hit, to-wound, and armor save rolls of 1.  Not terrible, but you have better reroll spells (which also heal you) from your own lore, and most of your stuff doesn&#039;t have much for armor anyway.&lt;br /&gt;
*Wind Blast: pushes enemy units around a little bit (can be boosted to push them slightly further), and can cause some minor damage if they bump into stuff when you do it.  Might be useful for mucking with enemy charge ranges and such, but meh.&lt;br /&gt;
*Curse of the Midnight Wind: the opposite of Convergence, forces an enemy unit to reroll 6s on those same rolls.  Not bad, but considering you generally have lower WS than most enemies, not super useful except possibly to prevent poison and killing blow.  Can be boosted to affect a bubble of enemy units around the caster.&lt;br /&gt;
*Urannon&#039;s Thunderbolt: a high S magic missile.  Fairly high casting cost (gonna need about 3 dice to reliably cast unless your level 4 wizard is feeling saucy) and doesn&#039;t do a ton of hits; can be boosted for increased range.  The one time you do 6 hits and thrash a unit of Chaos knights it&#039;ll be awesome but otherwise meh.&lt;br /&gt;
*Comet of Casandora: the big daddy.  It has the potential to do a TON of damage- at a bare minimum, 2d6+1 S5 hits to all units (friend or foe) within 2d6 inches of the impact spot.  Ouch.  This also means that it&#039;s useful for area denial- don&#039;t want your enemy to march straight at you?  Drop this right in their path so now they have to make a tough choice.  This is a great albeit slightly unreliable spell.&lt;br /&gt;
*Chain Lightning: basically an unboostable, harder to cast version of the Thunderbolt but has a chance of jumping around hitting additional enemy units.  Possibly useful if your enemy has their army really bunched together but the high casting cost and 1:3 chance of it not really doing any more than a Thunderbolt makes it less attractive.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Building Your Army==&lt;br /&gt;
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===Army Composition===&lt;br /&gt;
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====Bloodlines====&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;Please note that bloodlines have next to no effect on the game as it is now, they&#039;re almost entirely for fluff reasons, so you can have two completely separate bloodlines on the field without any issues.&lt;br /&gt;
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Although 7e removed the previous Bloodline traits, they managed to survive in the way that you can kit out Vampire Lords and Vampires with Vampire upgrades that reflect the various attitudes of the families. Invoking a Bloodline army is mainly for fluff, although the army choices reflecting the Bloodlines are still thankfully complimentary of each other. Fluffwise this was explained in [[Ulrika the Vampire]] by saying that when Vamps fuck, they tend to bite and share blood which makes Bloodlines act like each other combined with the fact that as time goes on the younger recruit Vamps have much more in common than their former kinsmen than their Bloodline progenitor that they&#039;ll probably never meet face to face. Taking a specific Bloodline rather than just picking and choosing arbitrarily can simplify your listbuilding process if you&#039;re unsure, can make the game a bit more fun if you enjoy the fluff, and can earn you a bit of respect from your fellow players as someone into the army rather than just into the strength tier of the army.&lt;br /&gt;
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[[Image:Lahmians simplified.jpg|right|thumb|100px|The average male and female Lahmian, the latter seen without her magic makeup.]]&lt;br /&gt;
[[Queen Neferata|&#039;&#039;&#039;Lahmians&#039;&#039;&#039;]] are the first of the Bloodlines. Mostly (but not entirely) consist of female vampires, they organize into a network of spies from all races and nations of the world controlling as much as they can from behind the scenes. Most Bloodlines dream of world domination; the Lahmians are already there, and they plan to keep it that way. They all answer to Neferata, who is essentially a bisexual Cleopatra. Their army mainly consists of things they can hide or summon from anywhere due to them keeping appearances as civilians in various professions and social levels, meaning you stock up on ghosts, dogs, bats, and skeletons. Centerpieces should be the Black Coach and the Coven Throne. The vamps themselves are mostly magic-heavy. Although the higher ranking Lahmians are usually witty chickenshits and very hedonistically evil ([[Tzeentch]] and [[Slaanesh]] have a baby, it&#039;s a Lahmian basically), they incorporate anyone useful into their Bloodline resulting in younger members who are more neutral as civilian merchants/merchant wives looking to increase their family/nations strength and influence, or even some that have been convinced that they can do more good as a Vampire than as a mortal. &lt;br /&gt;
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[[Image:Brock.png|right|thumb|100px|Abhorash; the early years.]]&lt;br /&gt;
[[Abhorash|&#039;&#039;&#039;Blood Dragons&#039;&#039;&#039;]] are the martial Bloodline. Founded by one of the biggest badasses in either Warhammer universe, the Blood Dragons are made up of mounted Vampire Lords and Vampires, Blood Knights, Black Knights, and whatever you want to use in your Core. These guys ride around looking for challenges to their manliness, drinking the blood of what they kill. If the fight is worthy enough, they&#039;re cured of the negative aspects of vampirism (blood thirst, weakness to sunlight, running water, and so forth). Their numbers are increasing and nobody knows if their leader has plans of conquest, taking his place as Khorne&#039;s superior, or whatever else may be in plans. Most of them aren&#039;t outright evil, just looking for a fight with the biggest guy around. Stay fighty, keep away from Ethereal options or spellcasters (keep your Vamps in the Lore of Vampires and spamming Invocation as a battle cry so they can take over as general however). &lt;br /&gt;
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[[Image:Necrarchs.png|right|thumb|100px|Vampires, BEHOLD!]]&lt;br /&gt;
[[W&#039;soran/Melkhior|&#039;&#039;&#039;Necrarchs&#039;&#039;&#039;]] are the most magic-heavy Bloodline. As time goes on this Bloodline has become less and less focused since Lahmians took over as the magic spammers, Strigoi were introduced to become the brutes, and Mannfred stole their entire plot. In fact, they work better as the explanation of why your Strigoi brought Necromancers and spellcasting Vamps than a Bloodline to themselves. Despite this they&#039;re still fun, and since Nosferatu is STILL the most frightening example of a Vampire the Bloodline that looks like his family to the last is likely to stay. More the mad scientist group than anything else, they&#039;re equivalent to the Skaven clans [[Clane Skyre]] and [[Clan Moulder]] for Vampire Counts. They&#039;re neutral with most of the other Bloodlines and provide support as needed to advance their cause. They play behind the scenes, creating abominations of new kinds and mass producing existing types like Zombie Dragons. They differ from Lahmians in that Lahmians are more likely to take Forbidden Lores and be slightly fighty and keep ghosts and skeletons while Necrarchs will spam the default Lores and bring in more physical forms of undead like Zombies, Crypt Ghouls/Horrors, Corpse Carts (for gathering up raw materials!), Necromancers (entry-level Necrarchs), Mortis Engines (which fit their theme PERFECTLY), and Vargheists. They&#039;re differentiated from Strigoi by taking spellcasters at all.&lt;br /&gt;
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[[Image:Vampa lisa smile.jpg|right|thumb|100px|On the plus side, there won&#039;t be enough of you left to reanimate as an Undead slave.]]&lt;br /&gt;
[[Ushoran|&#039;&#039;&#039;Strigoi&#039;&#039;&#039;]] are a newer Bloodline, introduced in 6e. If you haven&#039;t seen the movies 30 Days of Night and The Descent, add that to your &amp;quot;to do&amp;quot; list. Those best exemplify this Bloodline. Vicious killing machines, pitiless and animalistic. Mostly Vampires turned by any Bloodline that gave into the bloodthirst, Strigoi Vampires not only drink blood but also eat meat...metal...they&#039;ll chew bones, and even hunt other undead and Vampires as fast as they will human peasants. The Strigoi that can think coherently is rare, but they&#039;re even more scary fuckers than their kin. Load up on the Ghouls, the Crypt Horrors, the Vargheists, and everything else with teeth all lead by a Strigoi Ghoul King (duh). Kit out vamps to be fighty. A fully Strigoi list will be dangerously low on spellcasters unless you bring fighty Vamps all on Lore of Vampires spamming Invocation like with Blood Dragons.&lt;br /&gt;
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[[Image:Strahd.jpg|right|thumb|100px|Why mess with a classic style?]]&lt;br /&gt;
&#039;&#039;&#039;Von Carsteins&#039;&#039;&#039;, the army based more on [[Vlad von Carstein|Dracula]] and [[Isabella von Carstein|his wives]]. Their characters tend to be parodies of nobility, be they [[Mannfred von Carstein|Starscream style plotting bastards]], [[Konrad von Carstein|Caligula style insane inbred manchildren]], or similar style characters. According to Vlad they&#039;re the second oldest Bloodline being descended from Vashanesh, the husband of Neferata and it&#039;s possible that he himself is Vashanesh...or that he made it up. Most other Bloodlines treat it as bullshit either way and consider them the nouveau riche Bloodline of children fucking things up (since before they declared war on the Empire and the world Vampires were a threat similar to Skaven in that most humans didn&#039;t think they really existed, and knowledge of them was sparse) and being a bunch of little shits (since von Carsteins are very hostile to the other Bloodlines particularly Lahmians and Necrarchs due to seeing them as rivals, and outright manipulative of Strigoi). They&#039;re the poster boy army, similar to [[Ultramarines]] and the [[Sisters of Battle|Order of Our Martyred Lady]]. Generally speaking, the von Carstein army will contain any of the options in the Vampire Counts army at will. They&#039;re more defined by what named characters you bring along and what you have more of. Vlad and Isabella early in their war on the Empire will probably bring along skeletons more than anything else, since Sylvania is mostly on their side and they&#039;ve pilfered the ancient tombs of the land to make their army as well as Black Coaches used by the nobility they&#039;ve turned into Vampires. They&#039;d pick up things like Zombies and Corpse Carts as time went on and more cities fell to them. Konrad would be more like a Necrarch/Strigoi army, the former as his minions keeping shit going and the latter as his kin more than anything else. Mannfred specifically brought in Vampires and minions directly from other Bloodlines into his forces, although by and far he relied on mass blocks of Zombies and anything he could use to bolster them. As for OCs, anything works. GW sells special bits to customize to look more &amp;quot;von Carstein&amp;quot;, but despite them looking kind of neat they don&#039;t actually look more &amp;quot;von Carstein&amp;quot; than anything else really. &lt;br /&gt;
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[[Image:Vampirate.jpg|right|thumb|100px|Booty prevents scurvy.]]&lt;br /&gt;
&#039;&#039;&#039;Sartosa&#039;&#039;&#039; are a new Bloodline from 2008 special models made up of pirates, with their fluff originating in a 2005 issue of White Dwarf. [[Luthor Harkon]] was a Vampire of an unknown Bloodline who was shipwrecked in his coffin. [[Warriors of Chaos|Vikings]] took him aboard thinking it was a floating treasure chest, and he turned them into his zombie crew. He took his crew to Lustria and found a temple filled with gold and a room sealed with magical glyphs. The glyphs were designed to defend against Chaos, and although they didn&#039;t kill him they drove him insane and gave him a large number of different personalities. He can no longer use magic, but the strange magic of the gold empowered his undead minions and increased their intelligence greatly to the point that they can use firearms. He has increased the size of his forces to the point that they now populate a large city of the undead off the coast of Lustria which has successfully repelled everything the Lizardmen have sent at him. The exact intelligence and self-sufficiency of his zombies is unknown but apparently the site is now a trading port so it may be that they are a race of quasi-friendly undead now. In [[Dreadfleet]], the main human character&#039;s family was slaughtered by the Vampire Noctilus during a raid on Satrosa, meaning that there is also living humans there as well. Harkon trawls shipwrecks to increase the numbers of his minions as well, and has a fleet of ships. He also apparently has the most powerful cannon ever designed by the Empire,called &amp;quot;Queen Bess&amp;quot;. The way his army is described can&#039;t be fielded by the Vampire Counts army book. Rather, they&#039;re best fielded as [[Empire]], [[Dwarfs]], or [[Tomb Kings]] using Vampire Count models. &lt;br /&gt;
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There is also a Bloodline of [[Albion]], of which nothing is known as well as various offshoots of the core Bloodlines as vampirism spreads and Bloodline central authority weaken and/or blend and become independent groups. So yeah, feel free to make a Bloodline if you feel so creative. There was originally 11 &amp;quot;firstborn&amp;quot; vampires, of which we only know about 4-5 giving you potential for a new major faction of your making. &lt;br /&gt;
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&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Playstyle====&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;If the fluff isn&#039;t your thing, then you may be more interested in skipping straight to the crunch of your army. &lt;br /&gt;
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Generally speaking, Vampire Counts really have two strategies; magic, and melee. This makes them a lot easier to play than most armies, and while many choices form a nice synergy together there&#039;s less risk at making a &amp;quot;wrong&amp;quot; decision. Anyone can benefit from a Corpse Cart ASF, Mortis Engines still pick away enemy troops, keep a Black Coach intact long enough and it will pick up enough abilities to tear into your enemy regardless on whether you took a magic-heavy or light list. &lt;br /&gt;
A quick glance at the model summaries above should give you ideas on combos, like combining a Mortis Engine with as many Regeneration options as possible, or banking on a Terror/Fear and LD damaging list.&lt;br /&gt;
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&#039;&#039;&#039;Fielding lords&#039;&#039;&#039;&lt;br /&gt;
The first thing that is apparent in the VC army is just how balls out powerful a Vampire Lord can be, the only other generic Lords in the game that can go head to head with them and survive with any frequency are Chaos Lords. The big draw back with this is the egg/basket problem, you can make them just about unkillable but it will cost you a huge number of points to do so. While tempting as this may be it is tactically unsound. In the current edition of Fantasy, for various reasons numbers are more important than individuals with high killing power. That tricked-out Vampire Lord worth 100 points of magic items, 100 points of Vampire upgrades riding a Zombie Dragon may win you one fight but if you spend those 400+ points on troops you can have four level 2 Necromancers raining spells down everywhere or a 60 Skeleton hoard with command and a magic banner. With Vampires its about value for points be it in survivability, magic superiority, killing power, or battlefield advantage.  if properly kitted out can be made a metric tonne more dangerous than a Chaos Lord. Nightshroud + Quickblood means that you&#039;re always going first. I7 means regular re-rolls to hit. Give him the Giant&#039;s Blade, and that&#039;s S8. Barded Nightmare + shield = 1+ armour save. combined with the awesomeness that is Lore of the Vampires, from a friendly Necromancer, +1A, re-rolls on To Hit and To Wound are possible. Take the Razor Standard nearby, and you are ignoring armour. Red fury and Dread Knight is just the icing on the cake. Against this, every character without a good Ward Save will die (though the ones that do have one and ignore armour will wreck him).  Another way to build him is to take a Zombie Dragon, Glittering Scales, Sword of Striking, Dread Knight and Quickblood and LAUGH as your opponent has to roll 6+ MINIMUM to hit you in melee, while you need a 3+ at MOST.&lt;br /&gt;
Ultimately, you must decide if you&#039;re going to use your characters for killing or casting. It&#039;s certainly possible to do both, but in almost every scenario it&#039;s better to divide those tasks between two characters.&lt;br /&gt;
Forbidden Lores can be very useful; after all, Time Warp and Danse Macabre both cast on the same Unit can put a Terror-causing Unit into the opponent&#039;s start area, Iceshard Blizzard take take yet another point away from your foe&#039;s LD while weakening those wretched shooting attacks you don&#039;t get, Final Transmutation on top of a crippled LD score can cripple his entire strategy, Pann&#039;s Impenetrable Pelt can turn an already impressive combat Vampire Lord into an untouchable monster, and so on. Just remember that the more casters in Lore of Vampires you can manage, the longer your force will probably survive.&lt;br /&gt;
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The other options aren&#039;t so bad either, a Strigoi Ghoul King, with its somewhat mediocre Regeneration can be boosted to a 4+ with the help of a Mortis Engine, and for an insignificant 5 points you could shove a Dragon Bane gem from the Core magic items on him for a 2+ Ward against Flaming Attacks (making it damn near mandatory) so even if the enemy brings Flaming Attacks or spells you just got a massive boost in protection. Ghoul Kings still have a great Initiative score at 8, meaning it will go first no matter what against most units and characters (other than elves). Oh, and taking Quickblood? Cancels out the ASF that what he&#039;s fighting might have (*ahem* elves *cough*) so that most won&#039;t get rerolls against him, but he will get them against THEM (though they&#039;ll strike simultaneously).&lt;br /&gt;
Another fairly cost-efficient way to field him is taking the Book of Arkhan (Vanhel&#039;s Danse Macabre as a bound spell, which grants an extra 8&amp;quot; to move for his unit and re-roll for failed To Hit rolls, ideal for ghouls) and the Dragon Bane gem, as well as taking the Vampire upgrades Red Fury, Beguile, and Fear Incarnate. This will get his unit straight into combat where they&#039;ll tear the shit out of whatever they meet and is a psychology nightmare. Only take Dread Knight if you want him stuck against a unit champion or if you&#039;re chasing lone models and warmachines. Then again, overkill against a unit champion is also pretty okay.&lt;br /&gt;
The above set-up would set you back 390 or 400 points, depending whether or not you take Dread Knight and nets you a really versatile character.&lt;br /&gt;
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&#039;&#039;&#039;Troops, So Many Troops&#039;&#039;&#039;&lt;br /&gt;
Unless you are intentionally fielding a small high-value force you will probably outnumber your opponent. This is because Skeletons and Zombies are cheap, spammable, and you can end up with more then you started with and if you don&#039;t then you are doing it wrong. However, VC Core also tend to be useless at killing anything with WS5+ or T4. Regardless of this fact, a horde of troops can hold anything that&#039;s not packing some serious killing power in place until they have been whittled down to nothing or you bring something bigger to finish the job the twice-redshirts started. Something else about skeletons, is that unlike Zombies, Skeleton Warriors can take 25 points worth of magic standard. A good option is a horde carrying Screaming Banner (enemy units taking Fear tests in combat with the unit carrying the banner roll an extra dice and discard the lower one) marching with a Vampire who has the Supernatural Horror (causes Terror) and Fear Incarnate (enemies that pass their Fear test must reroll it and cancels out their Stand Your Ground from their BSB). Suddenly you increase the enemies chance of failing a test radically. You can also take Banner of Eternal Flame to push your horde up against anything with a regen save. Make sure to watch out for Lords, Heroes, and things with a save against flaming attacks. Ghouls on the other hand are your hammer in the Core selection, a unit of 20 will pack 16 poison attacks in a 5wide formation, unfortunately they are twice the cost of skeletons making a basic horde (10x4) over 400 points.&lt;br /&gt;
Dire Wolves generally have no role other than directors, and if you aren&#039;t taking Fell Bats or Cairne Wraiths (Rare version) are probably your poor man&#039;s option in those roles.&lt;br /&gt;
That being said, they work fantastic as redirectors. Most armies can benefit from having a Unit of 5-10 on each side, but generally it&#039;s a useless practice to field a massive army of them unless they&#039;re just there to soak up points.&lt;br /&gt;
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A small problem is that everything in the Core slot is slow, except for the Dire Wolves and as with most fast units, use them for flanking if you want them. Their high movement speed and head start in the game means they can rip into an enemy&#039;s warmachines before their troops have come into range of anything, and they can get almost anywhere on the map in a hurry. Due to having Swiftstride and M9 it is possible to charge from a very long range meaning most shooters need 6s to hit, and in addition to this they gain +1S on that charge making them very good at dealing with small units of archers.&lt;br /&gt;
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&#039;&#039;&#039;Late Night Horror Special&#039;&#039;&#039;&lt;br /&gt;
Looking into Special, one sees you have three primary types of options; glass cannon (Vargheists, Hexwraiths), support (Spirit Host, Bat Swarm, Corpse Cart), and better anvil than Core could be (Grave Guard, Black Knights, Crypt Horrors). Fell Bats get the honor of being the warmachine hunters. Which is why ultimately, you&#039;ll probably want to decide between Fell Bats, Dire Wolves, or Cairne Wraith (Rare) hit squads. Special is most likely where you&#039;ll spend your time changing your mind, trying to come up with special combos to use.&lt;br /&gt;
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&#039;&#039;&#039;The Rape Train Has No Breaks&#039;&#039;&#039;&lt;br /&gt;
The Rare options in the army are the heaviest. Barring the Mortis Engine, the Rare section is essentially a list of the strap-on varieties you can peg your opponent with.&lt;br /&gt;
Every option (still not the Mortis Engine) is the biggest hammer in your army. Each of them is squishy for their points as well, so take them with a plan for use which involves getting them into position. The Engine itself is nice for it&#039;s passive damage-dealing, but is probably best taken to bolster your anvil if it has Regeneration and pimp your magic. For example, a naked master Necromancer in range of a mortis engine cast at the same comfortably broken bonus power (+5) in LoV as Nagash, and Nagash casts LoV at the insane and ball shriveling +7.&lt;br /&gt;
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===Buying Your Army===&lt;br /&gt;
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If you don&#039;t care about participating in GW-run tournaments then go to [http://www.manticgames.com/Shop-Home/Kings-of-War/Undead.html Mantic] you can get 60 zombies for $60 (vs GW&#039;s 40 for $70) and 40 skeletons for 45 (vs GW&#039;s 40 for 99). Also if you can source some more square bases, each mantic zombie frame is supposed to only make 3 of them, but can easily make 4! Just be warned. Mantic produce ugly, crap quality minis. (that&#039;s debatable... for example, in my opinion, zombies suck because they look like infected/ghouls. But skeletons on the other hand are well made and look really good)&lt;br /&gt;
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If you must use legit GW products, go for the battalion box set as you are going to need a lot of Skeletons, Zombies and Ghouls. The new battalion box dropped the Zombies and replaced them with Dire Wolves - still a good buy. The army box is also good as it gives you a good selection of heavy hitters in addition to the core. You will want to invest in extra zombies/skeletons/dire wolves/dire bats/fell bats (depending on what you run) beyond what you plan on starting on the table. Several spells/abilities allow you to expand these units beyond their starting size (or flat out create new units), but only if you have the models to support it. This is one of the other great advantages the army, as those extra models are essentially free points. Boost a few units and all of a sudden what started off as a 2000pt game has suddenly turned in to a 2200 v 2000 game.&lt;br /&gt;
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And burying enemy units in piles of zombies is a lot of fun.&lt;br /&gt;
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Avoid any of [[Games Workshop|GW]]&#039;s overly-expensive kits for the likes of Blood Knights. Instead, either buy Brettonian knights and adapt them, use Dragon Princes, or, if you&#039;re feeling particularly [[Martini|vicious]], break open some [[Dark Eldar]] bitz and use them for conversion-fodder for damned near any WHFB armored cavalry unit. The angular Dark Eldar armor works especially well when paired with more conventional fare, since it matches the style used by most Vampire Counts units.&lt;br /&gt;
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&#039;&#039;&#039;Buying a Vampire Counts army in a post-AoS World&#039;&#039;&#039;&lt;br /&gt;
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The good news: Vampire Counts got hit not nearly as hard as some other factions, and arguably actually benefits from the new start collecting! boxes GW does, which have replaced the old battalions/army boxes. The range has now been split across 3 different factions in AoS: All the traditional Strigoi stuff (terrorgheists, crypt ghouls/horrors etc) have become the flesh eater courts, while your traditionally Lahmian stuff (mortis engine, hexwraiths, black coach etc) have become assimilated into the nighthaunt range. Everything else was stuffed into the Legions of (Guess who!?) Nagash. Your named characters have become generic Vampires/Necromancers/Wight Kings. Update for 2021: RIP VC named characters, guess we&#039;re waiting for the Vampire Wars in [[The Old World]] to get a few back.&lt;br /&gt;
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The bad news: Have fun trying to get hold of square bases. While some of the older units, such as zombies, may still come with square bases, your start collecting sets and new units do not, and you&#039;re probably going to want a few of them. Someone on eBay always has a pile of old Warhammer stuff that has a few dozen bases; if you ever need more just find someone selling a bits pile you like.&lt;br /&gt;
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Collecting an army, however, is even better than pre-end times. Buy a couple of FEC starter sets and a box of crypt ghouls? You&#039;ve now got a very respectable Strigoi force that will put a dent in whatever you face them up against. Want some Lahmians running around the battlefield? Buy a couple of Malignant start collecting sets and you&#039;ve now got 2 Coven Thrones/Mortis Engines, 10 Hexwraiths and a good squad of Spirit Hosts. If you want to go down the more traditional von Carstein or Necrarch route, then &amp;lt;s&amp;gt;buy a Legions of Nagash starter set and a metric fuckton of skeletons or zombies, with some Grave Guard and Black Knights to help them out. Only buy 1 LoN SC set, or you&#039;ll end up with lots of Abyssal Terrors, of which you really only need one.&amp;lt;/s&amp;gt; weep for the end of the old Skeleton Warriors kit. The new basic boneboys are pretty cool as AOS updates go, but they&#039;re just not the same, and their poses make them near impossible to rank up on squares. The new Soulblight Gravelords starter is a fantastic deal, though- the other parts of the classic skeletal triad, Grave Guard and Black Knights, come at a slight discount, and you get the new mounted Wight King, who has been shown by /wfg/&#039;s top scientists to fit on a square cavalry base with minimal work. At the moment, this is the only place you can get him. Classic GW.&lt;br /&gt;
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The Black Coach has got a fantastic new model- much more dynamic and detailed- but is too big to fit on the right base. To fix this, cut the front 2 ghost horses from the Coach to reduce the size and take some Wraiths off to reduce the profile. Cairn Wraiths have a fantastic new unit (Grimghast Reapers are ghosts with scythes, they&#039;re basically the same), so just stick them on square bases and you have a good-sized unit for your rare slot. Blood Dragons are still the enigma they&#039;ve always been when it comes to finding (and funding) good conversions for them, except it&#039;s got a bit harder - Dragon Princes and Brettonians are long gone, so you&#039;ll have to do some more hardcore conversions. &lt;br /&gt;
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Characters are even easier to convert - the Nighthaunt Dreadblade Harrows kit builds you 2 Wight Kings on skeletal steeds if you&#039;re brave enough, while Reikenor the Grimhailer is quite possibly the best Hellsteed base for a conversion I&#039;ve ever seen.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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[[Category:Warhammer/Tactics]]&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;There are many ways to field VCs. Any of the old house builds are still viable in some ways, huge blocks of undying fodder and big monsters are the general idea. Led by a vampire; and/or his necromancer allies.  Click expand to see more.&lt;br /&gt;
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Von Carsteins are the main focus, leading undead armies and using their magic to keep them up to steam-roll whatever they come across, and this is the idea behind Vampire Counts in general, but it does have many variations.&lt;br /&gt;
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Blood Dragons are the least magical by vampire standards. at 2500 you can have a combat kitted lord that&#039;s a level 4 caster on a zombie dragon. All combat vampires on steeds, add blood and black knights to your heart&#039;s content and take preferred core. Wolves will keep up with the army while zombies and skeletons will give you the angles to get your knights into flanks. For added silliness add hexwraiths for a turn one charge into the biggest non magical unit and watch it burn! &lt;br /&gt;
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&#039;&#039;&#039;Other Thoughts on Blood Dragons&#039;&#039;&#039;: Vargheists are your friend if you like blitzkrieg tactics. The Hellsteed is often overlooked (although it&#039;s not difficult to kitbash a model out of a Pegasus knight and an appropriately vampiric head), but a Vampire hero with a lance and his magical allowance spent on defensive items (looking at you, 4+ ward save and 2+ armor save. Enchanted Shield + Talisman of Pres is my go-to setup) goes very well with a Vargheist escort. Vargheists provide the kind of blitzkrieg you need to neutralize unpleasant tricks your opponent might have like heavy chariots (Stegadons, for example) and caster bunkers on the first or second turn of the game. You probably shouldn&#039;t rush them into enemy lines if you can help it, but sometimes it&#039;s vital to do in order to retain control of the course of the game. If you&#039;re antsy about their Frenzy rule, take a 5-strong unit of Dire Wolves. Run the wolves in front of the Vargheists to screen them so they don&#039;t charge anything you don&#039;t want them to. Keep in mind that the Vargheists, being flyers, are also skirmishers, which means they can freely reform at any time. They&#039;re much more straightforward to get into the combat you want them to be in than blood knights. It is extremely satisfying to kill or tarpit a kitted out combat lord riding a monster with a well-placed charge of Vargheists + flying hero early in the game (Add Beguile and Quickblood for extra amusement. Don&#039;t take Dread Knight for this set up, or else your Vargheists will get to stand around uselessly. Might be obvious, but bears mentioning).&lt;br /&gt;
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Blood Dragons-style armies rely very heavily on combat resolution. Vampiric units are hugely expensive, but also very effective. Pick your battles carefully, because a failed combat resolution can be very unpleasant, and an overwhelmingly successful combat resolution can cause your opponent&#039;s army to rout. Being able to read how a combat is going to resolve is a very important skill to learn for these armies. Against units that are Immune to Psychology or that have very sturdy morale (like Lizardmen), you have to adopt tactics based on inflicting the largest possible amount of casualties rather than tarpitting.&lt;br /&gt;
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For Vampire-heavy armies in general, you want 4+ ward saves on your Vampire Lord and at least one Hero (who should also be a level 2 caster). The amount of damage that this ward save will prevent is sickening, especially combined with 1+ and 2+ armor saves. You can sometimes get by with a Banner of the Blood Keep on some Blood Knights and adjacent Vampire characters, but usually you want the 4+ heavy armor or the 4+ talisman. Yes, they&#039;re expensive, but having your Vampires die on you is way more inconvenient than losing a bit of killing power (which your Vampires already have in spades with their statline and Quickblood. Incidentally, you should also be taking Quickblood on every combat Vampire period). All the ward save has to do is keep them from losing that last wound until you can cast more Lore of the Vampires spells or trigger The Hunger and heal them back to full Wounds again. In my experience it&#039;s very effective at doing this and has quite literally decided several of my games in my favor by very slim margins. Anecdotal, I know, but give it a shot.&lt;br /&gt;
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Lahmians are the magic heavy build, still an all vampire list with a coven throne instead of a dragon and black coaches replacing blood knights. Add huge bricks of zombies and skeletons and push forward. Support with shadow magic from the non lord vampires and at lest 2 with LoV. See ogres reduced to T2 and be dragged down by drastically inferior infantry, watch dwarves kill themselves when a coven throne charges them, or as you chariot with killing blow and impact hits run through cavalry that can&#039;t touch them because of ethereal.&lt;br /&gt;
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Alternatively, you can completely ignore the above advice, and man up to play a REAL magical Bloodline. The Lahmians stole the Necrarchs&#039; collective thunder. To quote from Jack Sparrow, you stole me, and I&#039;m here to take myself back. To field a Necrarch army, you&#039;ll want just as many Necromancers as you have Vampires, and it is both fluffy and very crunchy to include Mannfred the Acolyte (after all, who better to learn the ways of Vampiric magic from than the mad scientists of Sylvania?)A Lord on Zombie Dragon would be perfectly fine if you wanted to call him Zachariah, but you&#039;re not Lahmian, so give Coven Thrones a miss. Instead use the bits and bobs in that kit to build a Mortis Engine. You&#039;ll also want lots of Zombies, Skeletons, at least one Corpse Cart, and even a Black Coach wouldn&#039;t go amiss, what with all the power dice you&#039;ll be throwing around. Go for physical Undead (Black Knights, Grave Guard, Vargheists/ghulfs, Horrors)over other stuff like Spirit Hosts and Hexwraiths. Then you should take as many casting items and Powers as you can cram in and drink your opponent&#039;s tears and blood when they kill your General, only to find that those who crumbled stand back up again as your exactly four bajillion other Wizards wave their hands and yell &amp;quot;I never liked him anyway&amp;quot;.&lt;br /&gt;
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&#039;&#039;&#039;Magic Build Advice&#039;&#039;&#039;: If you&#039;re taking Kemmler or a very magic-heavy Lord, consider taking a dirt cheap level 1 Necromancer with an MR 3 talisman to join the same unit as your Lord. Your Necromancer&#039;s sole function is to prevent enemy magic and miscast explosions for your Lord and his bunker (though the extra die of channeling is a nice perk). If you have the hundred-odd points to spare, this is a very effective way of ensuring your Lord&#039;s continued survival. Yes, I&#039;m a huge fan of Ward saves. They work exceptionally well, and in this case, a 4+ (or higher, if you have a secondary Ward save from something else) Ward for your entire bunker + Lord and Hero will keep you alive. The theme of the Vampire Counts is &#039;lose your general, lose the game&#039;, so taking extra precautions to keep your General alive will always pay off. Yes, crumbling isn&#039;t Game Over, but you lose a huge amount of point investment and tactical options when you lose your General. Speaking of ward saves, if any of your Lords or Heroes have a free Talisman slot, also consider a Dragonsbane Gem. 5 points for a situational 2+ ward save is incredible value, because it means that only 1 in 6 flaming attacks that would otherwise wound your character actually get through. &lt;br /&gt;
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The only substantial alternative to a magic-focused Lord is Mannfred the Acolyte. A very cheap hero for what he does, Mannfred&#039;s Loremaster ability means that you never have to worry about spell selection (which is the primary drawback of Hero-level casters). Being able to cast every spell in the Lore allows you much more freedom in your Lord choice because your strategy is no longer determined by which spells you roll out of Vampires.&lt;br /&gt;
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Vampire Heroes  and Generals&lt;br /&gt;
You will want at least two characters that have lore of vampires in any game over 1000 points; this not only doubles your chance to channel but also gives you much needed redundancy in the army. A common tactic is to use zombies as a bunker for the general (if set up as a caster) as they are easily hoarded and resurrected at 2D6+wizard level level, add an iron-curse icon and an obsidian trinket and for 20 points, the unit becomes far more durable. If your general is set up for combat put him in with a unit of black knights, grave guard, or blood knights and either equip for hero bashing (high initiative/str/lots of re-rolls) or hoard murdering (lots of attacks).&lt;br /&gt;
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Remember: never skimp on your hordes as they tarpit harder than most armies can handle. A block of Board &#039;n&#039; Sword skeletons can hold most units in place for a few turns (read: forever) while causing moderate damage. With a lvl4 wizard in support, the attacking unit will have to kill an average of 7 more skeletons per turn, and the bones will reduce the enemy&#039;s numbers in a meaningful way.&lt;br /&gt;
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&#039;&#039;&#039;Tactical tips&#039;&#039;&#039;&lt;br /&gt;
*Other then the requirements to field an army you will want at least one more wizard with Lore of Vampires for when your general eats a cannonball/miscasts horribly and dies so that you only have to survive one round of crumbling. It can be a cheap necromancer in a zombie bunker or a combat vampire in a unit of black nights, as long as there is one on the field. This is not fool proof but it does make it easier to prevent death by crumbling.&lt;br /&gt;
*if you have the points drop a naked necromancer into any hoards that you have not already planed to put a hero/lord into, this is mostly for more cast of IoN at minimum cast value. om average it will take 3-4 successful cast at average resurrection rates to pay for the necromancers cost, the real value come in that it lets you spam IoN on 1 or 2 dice, you opponent can ether let you rebuild your losses or risk running out of dispel dice and letting something nasty through. You also can end up with a shit load of channeling dice to role in big games. This works really well in blocks of zombies since the only time you stop adding models to the unit is when you run out of models.&lt;br /&gt;
*when deploying your army you want to set up nice and wide, big blocks of troops in the middle with clear marching lanes to get into combat as soon as possible, your general should be in command range of as many non-vampire units as possible to allow for marches. Vampire units (vargulf/ghiest, blood knights ect)should be in place to flank charge, hunt war-machines and general reap havoc across their lines. Remember it does not matter if you don&#039;t get first turn most of the time correct placement of troops in more important with this slow army then getting into shooting range.&lt;br /&gt;
*If you are going to deploy a vampire lord on dragon try equipping him with shimmering scale for a total of -2 to be hit in CQC as WS3 troops cannot actually hit the lord and hit the dragon on 6+ (this tactic needs to be confirmed). Doesn´t work. Natural rolls of 6 hit always, according to the rulebook.&lt;br /&gt;
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&#039;&#039;&#039;Other Strategems and List-Building Analysis&#039;&#039;&#039;:&lt;br /&gt;
Vampire Lords on Zombie Dragons are the best possible use of a combined Night Shroud and The Other Trickster&#039;s Shard. Their huge bases mean that the combination of Strength loss, Always Strikes Last, and forcing rerolls of successful Ward saves means that it&#039;s very difficult to go toe to toe with them for just about anyone in the game (Breath Weapon, Thunderstomp, and 10-15 high strength attacks is a lot of damage). Expect your opponents to target the Zombie Dragon with everything they&#039;ve got. Consider an MR 3 talisman on your Lord to give your zombie dragon that 4+ ward save. Remember, MR works against all magic, and all magical weapons (even the cheap 5 point generic ones) can be defended against using MR. So your Zombie Dragon will have a 4+ ward save against the vast majority of Lords and Heroes, in addition to angry mages.  (The above is not true, magic resist only works against damage caused by spells, not magic items). Yes, your Lord won&#039;t have perma-Strength 7 and be a zomgwtf death machine. He&#039;ll also outlive just about every other model on the table, which is more important considering how many points you&#039;re investing in him. Quickblood, Beguile, and Red Fury is my typical set up for Vampire Powers on such a character, with the reasoning that Quickblood&#039;s rerolls and Red Fury plus Strength 5 (7 with a lance on the charge) will provide all the offensive might you need to be effective. Beguile doesn&#039;t always work, but when it does it can be decisive for that extra bit of &amp;quot;fuck you, roll that 6 again&amp;quot;, especially against big monsters that have low Leadership. For smaller games, chop Red Fury and the lance (this should put you under for 2,500 point games) before any of the magic items. Keeping your Zombie Dragon alive retains way more damage output and overall effectiveness than Red Fury provides otherwise. Wizard level 1 is all you really need for this setup unless you&#039;re playing a game at 3,000 points. Take Invocation and several supporting casters.&lt;br /&gt;
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Vampires that focus on manipulating morale /can/ be very effective. Taking Fear Incarnate and Aura of Dark Majesty on a Vampire and using it in conjunction with a Terror-causing unit or hero is great unless your opponent is Immune to Psychology. A fun gimmick against things like the Empire and Bretonnia, but it&#039;s wasted if your enemies are immune. A lot of things are, sadly.&lt;br /&gt;
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If you haven&#039;t caught on by now, your army is very top-heavy. The majority of your points will be invested in just a few models. Your entire strategy revolves around utilizing these models and keeping them alive. Used correctly, they will win the game. Used poorly, they&#039;ll get killed and then you&#039;re out half of your firepower. Herohammer, in other words, is still your bread and butter.&lt;br /&gt;
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Crypt ghouls have a MUCH higher offensive capacity than any other core unit you can field. Personally I never leave home without a 20-strong block of them and a corpse cart. Corpse carts are excellent force multipliers and you can inflict absolutely sick amounts of Wounds in close combat with a good Dance Macabre and Always Strikes First on a horde of Crypt Ghouls with adjacent Cart. Opponents who&#039;re expecting Vampire Counts infantry to suck in close combat will be obliterated by their carelessness against Crypt Ghouls. In addition, even though Crypt Ghouls don&#039;t have an armor save, their Toughness 4 means that they&#039;re actually approximately 15% less likely to die than zombies and skeletons against stronger attackers. Yes, they&#039;re twice as expensive as skeletons and can&#039;t be raised over unit cap by Invocation. But you can&#039;t put a price on your opponent conceding the game after you annihilate his primary block of infantry in one overwhelming phase of combat.&lt;br /&gt;
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Take a Level 4 Wizard Lord in any game you can&#039;t afford a Zombie Dragon if you&#039;re serious about building a &#039;Take All Comers&#039; list. Master Necromancers under 1,500, Kemmler between 1,500 and 2,000, Master Necromancer and Vampire Lord on steed (or just more Kemmler) for 2,001 to 2,400, and Zombie Dragon for 2450 and up are your best choices. Are they the only choices? No, obviously. But in each of those point ranges, Vampire Counts is a completely different beast due to various list-building options that become available or obsolete. Finding the lists that work for your style of play can be difficult, given that every 500 points or so the demands your army is placed under are radically altered. &lt;br /&gt;
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In low point games, you&#039;re mostly going to be dealing with block infantry and approximately two or three nasty units. Your Master Necromancer is by far one of the cheapest level 4 wizards available to any faction, and using him to your advantage is crucial to pick up the slack in your limited damage-dealing options at that point range. Bump it up to the 1,500-2k range, and suddenly Lord-level wizards are more common. In games where your opponent doesn&#039;t field one, a Level 4 Lord is still a huge advantage, but you have to be prepared to have your spells contested. This means there&#039;s less room for error in the magic phase, and having a Loremaster like Kemmler is huge because you can&#039;t afford to not roll a certain spell (like Dance Macabre). Not having access to your core magical options could cost you the game almost by default if your opponent&#039;s also slinging magic around. Kemmler&#039;s +1 to dispelling is also very useful when opposing other Lord-level mages. Vampire Counts are hugely reliant on the force-multiplying power of a good Magic phase, and not being able to force multiply is suicide for your army.&lt;br /&gt;
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Once you get into the 2,000&#039;s, you&#039;ll find that it&#039;s possible to field lots of heroes and lords within your point constraints. Given how reliant your army is on these two types of characters, this is a huge piece of good news for you. Being able to field multiple Level 2 Vampire front-line casters is very, very handy. In this range, you can more comfortably field a Vampire Lord than in previous point ranges, because your supporting casters can pick up the slack if you don&#039;t have a Level 4 caster Lord to do all the heavy lifting that&#039;s required to keep your army going. Still, having a level 4 caster is never a bad idea. Nothing is more irritating than having your Invocations dispelled consistently.&lt;br /&gt;
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In 2,500 points and up, all sorts of crazy things get introduced into the game and the scale of battles increases considerably. There&#039;s much more flexibility in games this large and you&#039;re not quite as reliant on force multiplying magic to be successful. Still, all the things I&#039;ve discussed remain true, their impact just isn&#039;t as decisive from turn to turn.&lt;br /&gt;
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Other thoughts: A Corpse Cart with Balefire combined with Kemmler means that you&#039;re going to be 2 points up on even a Level 4 Lord in the dispel phase. Being 4 or 5 points over a Hero-level caster means you&#039;ll dominate their magic phase every single turn as long as you use your dice wisely. Creating margins of advantage like this is an important part of list-building, because it ensures you&#039;ll be able to control the course of the game when you need to. Your core units aren&#039;t typically going to be decisive by themselves, so you need to search for that advantage in your characters and your special/rare choices. Coordinating your picks to create and capitalize on weaknesses is an important concept of Vampire Counts list construction. &lt;br /&gt;
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Use flanking units to avoid bad combat resolutions. Vargheists in particular and cavalry in general are great at inflicting mass casualties and swinging a resolution in your favor. Build your lists around which flanking units you&#039;re using. A list that flanks with Black Knights and Dire Wolves plays very differently than one that relies on a pair of Corpse Carts and a flock of Vargheists. &lt;br /&gt;
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I went over this in the magic section but I&#039;ll say it again. Vanhel&#039;s Dance Macabre is the most important spell for your army list after Invocation. If you really want to be sure, running Kemmler or Mannfred plus a Hero that has it (either bound or rolled or both) is the way to go. Having zero ranged options outside of the Magic phase means that you must be in combat in order to win. Do you always want to rush straight in without thinking? Of course not, that&#039;s absurd. However, the ability to close the gap very quickly with your whole army can be decisive if your enemy is expecting a few turns of breathing room to maneuver around your Movement 4&amp;quot;. Conversely, not being able to close the gap when your opponent is lining up unpleasant charges with monsters or cavalry can cost you the game.&lt;br /&gt;
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With the end times books, especially Archaon, you can build the most game breaking armies. My personal favorite is at 2500pts. Get Kemmler, a Vampire with the fear build (Aura of Dark Majesty, Fear Incarnate, and the screaming banner), and a 29 Cairn Wraith heroes. Take an allied aestyrion force, which consists of one prince, with the banner of the world dragon. As the unit is heroes, they can all just group up, and boom. 32 models, of which 30 are ethereal, and all have a 2+ ward save vs magical attacks. Even incarnates are going to struggle to hurt you. Did i mention that this was 2500pts&lt;br /&gt;
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In short, plan before you play. Don&#039;t end up like Ben, the hapless player whose list has as much depth as a typical 17 year-old girl. Make sure your army doesn&#039;t crumble before your eyes because one necromancer decided to miscast or get into combat. HUGE HORDES OF UNDEAD is the appeal of this army, so play just that - waves and waves of zombies and skeletons, supported by truckloads of Lords and Heroes,  who can make your army bigger and bigger every turn. Don&#039;t do a Ben and play units of 20 that are destined to fail as your sole necromancer dies, taking the whole army with him.&lt;br /&gt;
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{{Warhammer_Tactics_Races}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Lizardmen&amp;diff=1011679</id>
		<title>Total War Warhammer/Tactics/Lizardmen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Lizardmen&amp;diff=1011679"/>
		<updated>2026-05-20T16:15:50Z</updated>

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{{Topquote|Sar Sotek!|Game battle chant for Lizardmen}}&lt;br /&gt;
This is the tactics page for the [[Total War: Warhammer]] version of the Lizardmen.&lt;br /&gt;
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==Why play Lizardmen==&lt;br /&gt;
*You love the parts of Jurassic Park where the dinosaurs eat everyone.&lt;br /&gt;
*They&#039;re [[awesome|aztec dinosaurs riding dinosaurs]] into battle. Some of those dinosaurs also have magical lasers strapped to them.&lt;br /&gt;
*You want to be a master of the arcane, but you don&#039;t want to wear [[High Elves|foppish headgear]] or have a racial lifespan only in the [[The Empire (Warhammer Fantasy)|double digits]].&lt;br /&gt;
*You&#039;ll have a nearly fearless army that&#039;s more likely to fight to the death before they turn tail and run.&lt;br /&gt;
*[https://www.youtube.com/watch?v=xMwpC70di2w Do you want to see what one of these does to your enemies?]&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;A Multitude of Monsters&#039;&#039;&#039; - The Lizardmen have the largest diversity of massive monsters in the game at their disposal. Between the various Bastilidons, Stegadons and Carnosaurs you can field, you won&#039;t be wanting for big beasties.&lt;br /&gt;
*&#039;&#039;&#039;Intimidating Presence&#039;&#039;&#039; - Unsurprisingly, the average man will struggle to keep calm and collected when facing down a stampede of hungry carnivorous dinosaurs many times his size. Virtually every monster and cavalry unit in this army inspires fear and terror in the mortal hearts of men; a few well timed Carnosaur charges can break and rout forces not outright immune to psychology. Conversely, this also renders your monsters immune to fear/terror effects as well.&lt;br /&gt;
*&#039;&#039;&#039;Resilient Frontline&#039;&#039;&#039; - Saurus Warriors, even unshielded, are among the most durable baseline infantry units in the game. Though their damage output is rather low, their good armor and leadership will ensure they&#039;ll hold the line. Most non-AP grindfests will tend to work out in your favor on virtue of that alone. Of course this isn&#039;t even mentioning how tanky higher tier units like the Temple Guard or Kroxigors are.&lt;br /&gt;
*&#039;&#039;&#039;Mastery of Magic&#039;&#039;&#039; - With the notable exception of High Elves, Lizardmen have reliable access to more schools of magic than any other race. Slann and the mighty Lord Kroak offer not only some of the most reliable casting in the game, but have consistent access to the otherwise elusive Greater Arcane Conduit skill. Your skink priests are no push overs in magical matters either and are very cost effective options for when slann [[heresy|just aren&#039;t your thing]].&lt;br /&gt;
*&#039;&#039;&#039;Flexible Artillery&#039;&#039;&#039; - Where most other factions have to slowly wheel siege engines into place and are vulnerable to attacks in melee, Lizardmen give no fucks. Due to their Solar Engines and Ballistae being strapped on the backs of mighty Bastilidons/Stegadons, they can easily reposition themselves and hold their own in melee combat. Additionally, were the actual artillery models of other races can actually be destroyed, the Ballistae and Solar Engines will remain fully intact so long as the creature bearing it remains standing.&lt;br /&gt;
*&#039;&#039;&#039;Cavalcade of Cavalry&#039;&#039;&#039; - Cold Ones, Horned Ones, Terradons and Ripperdactyls, oh my! Though not as fast or as effective as some other faction&#039;s cavalry, you have a very diverse selection of fast-moving dinosaurs that can outflank enemies and flexibly adapt to the variety of terrain you may find yourself in. Just don&#039;t expect your cav to top any particular charts when compared against any faction that specializes in them.&lt;br /&gt;
*&#039;&#039;&#039;Predatory Senses&#039;&#039;&#039; - As your army consists heavily of predatory animals that excel at sniffing out prey, your enemies will be hard pressed to remain hidden from them. Enemies that rely on stealthy abilities like Stalk are revealed to you far more quickly than others, giving you far more time to react to (in battle) ambushes than other factions.&lt;br /&gt;
*&#039;&#039;&#039;Poison Aplenty&#039;&#039;&#039; - Many of the weapons wielded by your Skinks are poisonous, inhibiting the mobility/combat performance of enemies afflicted by their noxious attacks. Despite poison no longer dealing constant damage like on the tabletop, their debuffs are still useful for weakening the enemy for your frontline troops. Thank to the recent update that removes any form of poison debuffs that can apply to the player units through friendly fire, Skink&#039;s poison darts are even better.&lt;br /&gt;
*&#039;&#039;&#039;DLC Aplenty&#039;&#039;&#039; - You are tied with the Skaven for the honor of having the most DLC. You also have two FLC lords on top of all this, so between a grand total of 7 legendary lords and three DLC lord packs, you are the most supported main game faction in Total War: Warhammer II.&lt;br /&gt;
*&#039;&#039;&#039;Blessings of the Old Ones&#039;&#039;&#039; - Many of your units have &amp;quot;Blessed&amp;quot; variants available in casual multiplayer matches or the campaign. Blessed units are effectively pseudo-Regiments of Renown and every single one is given a buffed health pool and, where applicable, an increased model count per unit. Additionally, many of these blessed units receive additional passive abilities or upgraded stats to further their combat potential. What&#039;s better is, unlike Regiments of Renown, you can technically have as many blessed units as you want. The only downside (admittedly a big one) is that in order to acquire blessed units in the campaign, you must complete randomly generated quests that issue a set quantity of a random blessed unit upon completion. If you want an army of blessed Carnosaurs, you&#039;re going to have to earn it. This is a complete non-issue in causal multiplayer matches, where blessed units are freely available for a very minor upcharge in cost compared to regular variants. Blessed units are unavailable in competitive games.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Slow&#039;&#039;&#039; - A majority of the Lizardmen list, namely Saurus infantry, take their sweet time to cross the field. Though there are exceptions to this, such as the various cavalry and Skink units available to you, this particular weakness is exacerbated by...&lt;br /&gt;
*&#039;&#039;&#039;Vulnerable to Range&#039;&#039;&#039; - ...their dearth of viable missile units. The only ranged infantry available to you are Skinks; particularly squishy infantry that, though nimble, have pitiful range and DPS against anything shielded and/or armored. Your more potent offensive options, namely Salamanders or Stegadons/Bastilodons, cannot fire while moving and are rather easy to tie down in melee. Defensively, though your Saurus are quite tanky and often come with shields, they are very vulnerable to being kited by ranged cavalry/infantry due to their rather slow movement speed. Additionally, all your units save for Gor-Rok are stuck with Bronze Shields (35% block chance), meaning that even when they&#039;re in a position to use them, you&#039;ll still be soaking a significant portion of the incoming shots all the same. The same can also be said about most of your monsters, with some minor exceptions.&lt;br /&gt;
*&#039;&#039;&#039;Limited Generic Character Usefulness&#039;&#039;&#039;: This is a big one. Other than your magic characters (i.e. Slann and Skink Oracles which are pretty much good because they have magic), your other generic lords/heroes just don&#039;t stack up. When you compare them to the other factions&#039; characters, they fall short in their respective roles, whether that&#039;s melee prowess, support utility, campaign map usefulness, you name it. Best to rely on your monstrous units and magic to fulfill their roles!&lt;br /&gt;
*&#039;&#039;&#039;Sub-par Air-Force&#039;&#039;&#039; - Though you have flyers, a luxury many other factions lack, they&#039;re among the weakest/slowest of them. Terradons, Ripperdactyls, and Coatls aren&#039;t &#039;&#039;bad&#039;&#039;, per se, but they will lose if faced with the flying cavalry/monsters in their weight class from the likes of Bretonnia or High/Wood Elves.&lt;br /&gt;
*&#039;&#039;&#039;Expensive Roster&#039;&#039;&#039; - As you can imagine, breeding and training massive dinosaurs and mounting arcane instruments of war onto them isn&#039;t cheap. All of your high tier units can get crazy expensive both in initial cost and upkeep. Even the bog standard Saurus Warriors come at a premium compared to some other factions options, though this is only particularly notable in competitive multiplayer.&lt;br /&gt;
*&#039;&#039;&#039;Rampage&#039;&#039;&#039; - This was a much bigger problem in Game 2, where pretty much everything except for Skinks and Slaan would lose control and mindlessly charge the closest thing they could see. Game 3 has more or less restricted this issue to your feral monsters, letting your infantry keep their cool and do their jobs. That said, it&#039;s still a problem if your Carnosaur suddenly bolts into that nearby unit of halberds while your lords/heroes are otherwise occupied.&lt;br /&gt;
*&#039;&#039;&#039;Bland Campaign&#039;&#039;&#039; - Aside Oxyotl and &#039;&#039;possibly&#039;&#039; Tehenhauin, the Lizardmen have the most boring campaign mechanics of any of the game II races (including some of the game I ones). Their unique mechanic, the Geomantic Web, is a very passive and basic provincial buff that takes a lot of resources and time to properly build up to a level you&#039;ll actually notice the effects of and offer no benefit to provinces you don&#039;t &#039;&#039;completely&#039;&#039; control. Yes, losing that one minor settlement causes the provincial capital to shut off its Geomantic Pylon until you reclaim it. Additionally, without mod support, Lizardmen are among the most stubborn and oppositional to confederation. Fortunately, though it isn&#039;t a top priority for them, CA is aware that Lizardmen need their campaign mechanics updated to bring them up to modern standards. Hopefully that update comes soon.&lt;br /&gt;
*&#039;&#039;&#039;DLC Locked Content&#039;&#039;&#039; - Though a con for virtually every other faction in the game, this is a particularly notable one for Lizardmen. Many, if not most of the Lizardmen&#039;s better units are locked behind DLC lord packs. You&#039;ll need the Prophet and the Warlock for all units marked with DLC 1, the Hunter and the Beast for everything marked with DLC 2 and the Silence and the Fury for everything marked DLC 3.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
There are a couple of perks and abilities shared across a significant portion of the lizardmen unit roster, which will be mentioned here.&lt;br /&gt;
*&#039;&#039;&#039;Primal Instincts&#039;&#039;&#039; - A perk found on a majority of the Lizardmen roster (exempting Lords/Heroes and Skinks), primal instincts will cause a unit with this ability to rampage out of control should their health drop to 20% or less. This can be a bit of a mixed blessing, as the rampaging unit will receive a +15% Charge Bonus and a +8 Melee Attack bonus and continue to fight nearby opponents in situations that any other unit would turn tail and rout. The bad news is that your opponent has more control over the rampaging unit than you do; rampaging units will single-mindedly charge at the nearest enemy unit, which your opponent can take to his advantage by using faster infantry/cavalry to kite the rampaging unit while his ranged infantry/artillery finishes it off. Of course, this is also factoring in that by the time these bonuses kick in, your Saurus unit or Carnosaur is typically on its last legs and won&#039;t last much longer anyways. Should the rampage end &#039;&#039;before&#039;&#039; the unit dies, they&#039;ll usually begin to rout from the field and will often be too far out of position for you to properly recover them.&lt;br /&gt;
::&#039;&#039;&#039;Warhammer III&#039;&#039;&#039; buffs Primal Instincts for Saurus Units; no longer causing rampage (thank god) while triggering much sooner (Triggering at 50% health as opposed to TWWII&#039;s 20%). When active, it gives Saurus units a +15% Charge Bonus, +10 Melee Attack and +5% Physical Resist buffs that remain active indefinitely so long as the Primal Instinct threshold has been crossed. This applies even to Saurus cavalry and since you can actually &#039;&#039;control&#039;&#039; them when Primal Instincts pops now, you can be far more surgical when taking advantage of these buffs.&lt;br /&gt;
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*&#039;&#039;&#039;Cold Blooded&#039;&#039;&#039; - A targetable ability found on most Lizardmen Lords and Heroes, Cold Blooded helps to counter the innate weakness in the Lizardmen faction; their tendency to rampage. When used, Cold Blooded will snap a single unit out of a rampage (if they are currently doing so) and will temporarily buff their leadership. This ability can be used pre/post rampage as well, as the leadership buff can potentially prevent a rampage from occurring or can help prevent a tattered unit from routing once their rampage expires. As this ability has a somewhat lengthy cooldown an is only found on Lords/Heroes, care should be taken on when it is used and what it is used on. It can also be used on units that were forced to rampage by an ability or spell from enemy units, providing a unique bit of counterplay against such tactics that other factions lack.&lt;br /&gt;
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*&#039;&#039;&#039;Predatory Senses&#039;&#039;&#039; - An ability found on all non-Slann/Skink units in your roster, this allows your units to detect hidden or stealthed units far sooner and from farther away than other armies (around 160 meters). This also disregards any faction/unit/terrain modifiers that enhance stealth, with the only exception being the &#039;&#039;Unspottable&#039;&#039; trait. With proper coverage, this can make ambushing or outflanking your forces extremely challenging to do discreetly.&lt;br /&gt;
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*&#039;&#039;&#039;Aquatic&#039;&#039;&#039; - An ability found on all Skink infantry, Kroxigors (though their stat card doesn&#039;t mention the trait, they still receive the Aquatic bonus) and your Salamander/Razordon hunting packs, this not only allows them to ignore the usual penalties for fighting in water-logged environments, but gives them a 20% bonus to melee attack/defense when they do so. Considering non-aquatic infantry suffers a 20% malus to those stats when slogging around in the water, this can become a rather substantial combat buff for a significant portion of your roster (keep your Saurus dry). Potentially losing matchups will suddenly swing into your favor and that&#039;s not even factoring in your abundant poisoned weaponry and robust catalog of supportive magics to widen that gap further. As amazing as all that sounds... marsh and shallow water environments are rather few and far in between. Additionally, for the maps that &#039;&#039;do&#039;&#039; have swamped areas, coercing your opponent to willingly splash around with you is a battle all its own, one you&#039;re not likely to succeed in without careful planning.&lt;br /&gt;
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*&#039;&#039;&#039;Quick Learners&#039;&#039;&#039; - Another Skink-exclusive ability, this greatly increases the rate that your Skinks gain ranks. This helps distinguish Skinks against comparable chaff infantry since they&#039;ll benefit from rank-boosted stats much more quickly and, as such, makes them surprisingly effective early-mid game infantry. This perk also applies to units such as Terradon Riders due to having Skink Riders.&lt;br /&gt;
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==Campaign Mechanics==&lt;br /&gt;
&#039;&#039;&#039;Geomantic Web&#039;&#039;&#039;: Pretty much the only unique thing every Lizardmen faction (except Nakai) has, and it&#039;s a bit lackluster. Lizardmen have access to a special view of the global map that displays the Geomantic Web, with every region capital acting as a nexus point. Once you control an entire region, you can build up Geomantic Pylons in order to strengthen the Geomantic Web, which in turn offers gradually stronger perks (like an increasing percentage to building income, higher ranked recruitment, etc) the more you increase it. At the beginning of the game, these bonuses are quite small, but as you expand and enhance the Geomantic Web over the course of the campaign, these benefits can make a genuine impact on your economy.&lt;br /&gt;
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There are a few problems with this mechanic, however. The first major one is that you receive &#039;&#039;no&#039;&#039; bonuses if you don&#039;t control the entire region. Obviously, this isn&#039;t a problem when you&#039;re surrounded by factions you were planning on killing off, but this becomes complicated if an ally suddenly captures that last settlement in a region before you could. If it was another Lizardmen faction, you could maybe play the long game and eventually confederate them, but otherwise you&#039;d be forced to attack them in order to claim the region so that you can actually activate the Geomantic Web benefits. Warhammer III and mods have offered ways to purchase or trade settlements, but in many cases the AI tends to value each settlement they own far more than anything else you could offer them. This often leads to lengthy wars against what could&#039;ve otherwise been a valuable trading partner and buffer against foreign elements that you&#039;d otherwise have to deal with yourself. The second major problem with the Geomantic Web is that even if you build up a regional capitol to tier V and build the appropriate pylon, it does &#039;&#039;nothing&#039;&#039; without an adjacent region &#039;&#039;also&#039;&#039; having a tier V capitol and pylon. That&#039;s right, the strength of the Geomantic Web is reliant on multiple regions being entirely under your control and also having them fully built up. This can be a time and gold consuming process that forces the Lizardmen player to take it slow; Lizardmen economy tends to be on the low side of the spectrum, made worse by their fairly expensive unit roster and lengthy build/research timeframes. And of course, if an enemy army rolls in and claims one of your minor settlements, the Geomantic Web benefits for that entire region are shut off entirely, further stemming your growth rates. The third issue with the Geomantic Web; it&#039;s a very basic and uninteractive mechanic. Aside the baked in map-painter that is the (Im)Mortal Empires campaign, there&#039;s not much incentive or direction to build up the Geomantic Web besides using it to squeeze every last bit of gold or growth you can to boost your dismal economy.&lt;br /&gt;
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&#039;&#039;&#039;Rites&#039;&#039;&#039;: Much like most of the Warhammer II races, Lizardmen have access to special rites that, generally, grant them temporary buffs for the cost of some gold. While every faction has one or two unique rites, every Lizardmen faction has access to and must perform the &#039;&#039;Rite of Awakening&#039;&#039; in order to recruit new Slann lords. Fluffy.&lt;br /&gt;
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&#039;&#039;&#039;Sacrifices to Sotek (Tehenhauin)&#039;&#039;&#039;: Tehenhauin&#039;s unique focus, in addition to the Geomantic Web, is his crusade against all of Skaven kind. By gathering captives from battles, you can sacrifice them to Sotek to gain empire-wide boosts to growth or to recruit the Blessed variants of the Lizardmen roster.&lt;br /&gt;
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&#039;&#039;&#039;Dedication to the Old Ones (Nakai)&#039;&#039;&#039;: Nakai&#039;s main mechanic as a Horde faction. By capturing settlements and dedicating them to one of three Old Ones, Nakai can unlock faction-wide buffs to his hordes. He can also spend the accumulated Favor of the Old Ones to recruit Blessed Units or activate temporary buffs or bonuses for use in battle.&lt;br /&gt;
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&#039;&#039;&#039;Visions of the Old Ones (Oxyotl)&#039;&#039;&#039;: Oxyotl&#039;s special perk, Oxyotl can teleport across the entire Warhammer Fantasy world to specific targets once per turn in order to accomplish an issued mission for rewards. By completing these missions, he can be given several rewards (such as Blessed Spawnings, increased favor from fellow Lizardmen factions or temporary buffs for certain units), but the most prominent and consistent reward are special gems used to purchase Silent Sanctums. Silent Sanctums act much like Skaven Undercities in that they are built under any settlement across the map. Doing so gives Oxyotl vision of the province that settlement is located in (and can be upgraded to give him vision of all adjacent provinces as well) as well as two building slots that can give him anything from upkeep reduction to increased ammunition and missile damage. Additionally, one such sanctum can be upgraded to act as a teleport node, allowing Oxyotl&#039;s army to warp to that Silent Sanctum at any time (much like Oxyotl&#039;s capitol).&lt;br /&gt;
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==Lords==&lt;br /&gt;
The scaly faces of the Lizardmen. With the exception of the Slann Mage-Priest, which outperforms even most Legendary Lords, the Lizardmen aren&#039;t exactly a character-centric faction. Their LL&#039;s are very pointy. Most of them are great on the battlefield (with either melee or magic prowess), but their army buffs vary in usefulness and their factionwide buffs are nearly non-existant, with only a couple lords like Kroq-Gar providing any whatsoever. It&#039;s very difficult to justify taking even Legendary Lords (let alone your generic lords, which are frankly terrible) over any flavor of slann mage-priest due to the sheer versatility the latter bring to your army, especially since you are not hurting for giant, single entity beatsticks to ram into enemy formations. Slann benefit from Star Chambers in campaign, others don&#039;t, no contest, only use Slann if stacking Star Chambers (which you really should).&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;Mazdamundi&#039;&#039;&#039; - The last of the second generation Slann (lore-wise), Mazdamundi uses magic primarily from the Lore of Light to act as a hybrid support/offensive caster. The two main selling points of Mazdamundi over a generic Slann Mage-Priest are his Stegadon mount Zlaaq and his signature spell &#039;&#039;Ruination of Cities&#039;&#039;. Zlaaq allows Mazdamundi to actually engage in melee, something no other Slann can safely do, and makes him substantially more durable against most forms of attack. &#039;&#039;Ruination of Cities&#039;&#039;, especially when combined with &#039;&#039;Banishment&#039;&#039;, makes Mazdamundi an excellent AoE caster capable of tearing infantry focused armies to shreds with ease without chewing through your Winds of Magic reserve. These spells are limited however, being bounded spells, so make sure you wait until the right moment to utilize them. Additionally, don&#039;t put too much faith in them; as their movement patterns are random, these spells (particularly Ruination of Cities) can just as easily do nothing or even devastate your own forces as they can your enemies if you aren&#039;t careful.&lt;br /&gt;
::&#039;&#039;&#039;Warhammer III&#039;&#039;&#039; brings a few buffs to his toolkit; the barrier mechanic normally reserved for Tzeentch armies is now also granted to all Slann as well, helping mitigate the first few attacks against him. Additionally, to better represent the almighty toad&#039;s arcane prowess, Mazdamundi receives a 50% increase in range to all spells he casts. This turns him into a sort of magical artillery engine, as he&#039;ll have virtually no issues slapping that Banishment or Comet of Cassandora cast pretty much wherever he damn well pleases.&lt;br /&gt;
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*&#039;&#039;&#039;Kroq-Gar&#039;&#039;&#039; - Your dedicated duelist, Kroq-Gar is an offensive powerhouse that shines when seated atop Grimloq, his faithful Carnosaur mount. Though expensive, Kroq-Gar/Grimloq can engage virtually any enemy type in the game effectively and is able to duel against many enemy lords and come out on top. Though a monstrous force on his own merits, Kroq-Gar is something of a glass cannon however and as a larger target is prone to getting mobbed by multiple units or getting focused down by ranged infantry/artillery. Another notable shortcoming is that he provides limited support for the rest of your army (a bit of a problem for all Saurus Oldbloods), and as such is not recommended for dino-heavy army builds, his bonuses to armor and leadership being less important than the healing abilities of Life Slann.&lt;br /&gt;
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*&#039;&#039;&#039;Tehenhauin (DLC 1)&#039;&#039;&#039; - Your only Skink-Priest lord choice, Tehenhauin is something of a niche pick. He can deal solid enough damage against footlords/cavalry lords in a fight (particularly if on a Ripperdactyl) and is also capable of dealing notable damage to swarms of infantry (with his Lore of Beasts and/or with his Engine of the Gods), but he&#039;s extremely frail for a Lizardmen lord when unmounted. Never get the Fanatic skill in his skill tree; it only benefits Skink units and they are pretty trash after the mid-game.&lt;br /&gt;
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*&#039;&#039;&#039;Tiktaq&#039;to (FLC)&#039;&#039;&#039; - Another somewhat niche pick, Tiktaq&#039;to is a dedicated flyer who excels in lists built with Terradons, Ripperdactyls and Coatls as the focus. Though mounted on Zwuup, Tiktaq&#039;to is your squishiest (Legendary) Lord and lacks the support/damage options available to the others, but he&#039;s inarguably the swiftest of the bunch (which doesn&#039;t mean much compared to other flying lords and heroes). Under no circumstances is he a direct combat lord; against any duelist or large/monstrous lord he will lose handily. The only targets he can safely engage are dedicated casters, artillery and dedicated ranged infantry. Because of this, playing him requires far more finesse than what is required for virtually every other lord; even against targets he &#039;&#039;can&#039;&#039; engage effectively, prolonged combat will invariably whittle him down and may the Old Ones help you if he&#039;s surrounded while grounded. Keep a squad or two of Ripperdactyls close by to make up the difference in combat ability and to take advantage of Tiktaq&#039;to&#039;s buffs. Also, his unique Epic weapon doesn&#039;t work if he is attacking a ground target in melee because its attack bonuses are only in effect when flying, so he&#039;s weaker than a Skink Terradon Rider when attacking ground targets UNLESS you swap out his weapon. When used in campaign, much of his value comes from his rather insane and stackable upkeep discount for flyer units. Even on higher difficulties, it is extraordinarily easy to stack enough upkeep cost reductions to have a full Coatl doomstack damn near for free (until the Supply Lines penalties become particularly swollen, at least). Additionally, his unique rite gives all of his armies the ability to easily chase down fleeing armies or attack multiple settlements a turn which can be &#039;&#039;devastating&#039;&#039; to an enemy faction if used at the right moment.&lt;br /&gt;
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*&#039;&#039;&#039;Nakai (DLC 2)&#039;&#039;&#039; - The largest and oldest of the Kroxigor Ancients, Nakai is an infantry mulcher who (thanks to his enthusiastic animations) will literally sweep his way through the thickest blobs of infantry. Nakai possesses a few notable traits over his competitors; his ability to grant perfect vigour to nearby allies ensures they&#039;re in peak form throughout the entire battle while his Miasma of Despair can cripple enemies within his presence; a potentially nasty combo that can ensure your forces slowly but steadily chew through enemy frontlines. Unfortunately, Nakai has a few major weaknesses: As a large entity, he&#039;s vulnerable to anti-large weaponry (which does abound among baseline infantry) and is an easy, defenseless target for ranged units to snipe. He also struggles to properly duel opposing heroes/lords due to his size and janky animations making him lunge about haphazardly while they continue to poke him to death. Because of this, he tends to work best as a force multiplier for infantry builds.&lt;br /&gt;
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*&#039;&#039;&#039;Gor-Rok (FLC)&#039;&#039;&#039; - Where Kroq-Gar is the spear, Gor-Rok stands as the shield. Gor-Rok is a dedicated footlord, among the slowest of them, but makes up for it through sheer, unbreaking resilience. As the only unit in the entire Lizardmen roster with a silver shield (55% missile block chance), Gor-Rok is able to shoulder his way through the kind of firepower that would fell a lesser Old-Blood on the approach. Gor-Rok can also stand neck-deep among hordes of angry infantry and walk out seemingly unscathed. When equipped with the &#039;&#039;Mace of Ulumak&#039;&#039;, Gor-Rok can also prove a competent duelist in his own right, even if it&#039;s only in temporary bursts. Gor-Rok does falter against mounted/monstrous heroes/lords and is vulnerable to duelists with good AP values, though the Twisted and the Twilight patch has helped address the issue of him being staggered to hell and back. Never the less, Gor-Rok is a relatively cost effective Legendary Lord who can and will hold the line until the bitter end. His campaign starts with Lord Kroak fully unlocked and active, which makes his campaign among the easiest in the entire game, even on higher difficulties.&lt;br /&gt;
**Gor-Rok&#039;s rite will be changed in Immortal Empires, giving his units Barrier and immunity to certain debuffs, like Poison. Unlike Tzeentch, his version of barrier probably won&#039;t be as game-breaking because of how slow Saurus and that they do their best stuck-in.&lt;br /&gt;
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*&#039;&#039;&#039;Oxyotl (DLC 3) &#039;&#039;&#039; - The legendary daemon-slaying chameleon skink of Oyxl is the last legendary lord for the faction (at least for TWW2). As to be expected from any shape or form of a Chameleon Skink, Oxyotl is a rather cheap, stealthy character hunter who behaves somewhat like a Wood Elf Waystalker. Unlike Waystalkers, Oxyotl has a particularly nasty trick in the form of Master Predator; a toggle-able skill that reduces his movement speed in exchange for an increase in range, Snipe and the ability to remain undetectable unless the enemy gets extremely close to his position. Combined with his modestly powerful armor piercing missiles, this can quickly wear down most armored lords and heroes rather quickly if left to his own devices. Of course, as a reasonably cost effective LL, the drawbacks have to come in somewhere and for Oxyotl, that drawback is melee combat. While he has acceptable melee attack and defense, Oxyotl has no armor or damage mitigation tools at his disposal. Any combat lord or hero worth his or her salt can and will kill him in a hand-to-hand duel. Fortunately, he&#039;s fast enough that virtually no footlord can catch up to him unless you willfully allow it. He also struggles to deal with the rank and file and lacks any notable support abilities for his own forces, but that&#039;s fairly typical of the niche Oxyotl fills.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
Your generic lords aren&#039;t amazing in campaign compared to other factions, but can really shine in competitive multiplayer. In the campaign, you&#039;ll generally never want to get non-slann lords after turn 20(ish) because lizardmen Star Chamber buildings give 3 bonus levels to your slann lords, meaning they quickly outpace any other lord available. Any need for a melee lord can be filled by one of the many lizardmen heroes, who can also be easily recruited at higher starting level than the melee lords. You may still find the need to recruit cheaper stand in lords in case of an emergency, as the Rite of Awakening&#039;s cooldown is a notable hitch in acquiring more slann.&lt;br /&gt;
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*&#039;&#039;&#039;Slann Mage-Priest&#039;&#039;&#039; - Your almighty magic toads, slann are dedicated mages who don&#039;t participate in fights directly, but wreak havoc upon your enemies from afar with their magics or supplement your forces with defensive/healing energies. Slann are among the precious few generic lords in the game who have access to the &#039;&#039;Greater Arcane Conduit&#039;&#039; ability which, when combined with their reliable casting, can allow savvy players to call upon vast reserves of the Winds of Magic long after lesser mages have tapped out of theirs. In addition to &#039;&#039;Greater Arcane Conduit&#039;&#039;, each slann has access to Banishment as a bound spell as well as the &#039;&#039;Shield of the Old Ones&#039;&#039;; a large AoE defensive buff that applies a 22% damage resistance modifier to all allied units within it&#039;s bubble. Understandably, for all their arcane might, slann are practically helpless if caught in a fight. They are the single slowest unit in your entire army and are quite chunky, making them easy targets up close or at range. To this end, you&#039;ll almost always want a screening unit of Temple Guard (or at least shielded saurus) to keep enemies from ganking them. Outside of that, there are four varieties of Slann Mage-Priests, each dedicated to a specific lore of magic:&lt;br /&gt;
**&#039;&#039;&#039;Fire Slann&#039;&#039;&#039; - When you want to burn the [[HERESY|heretic]] in holy fire for the Old Ones. Combined with their bound Banishment, fire slann are capable of mulching clumps of infantry wholesale and can even churn out respectable single target damage with their Fireball and Piercing Bolts of Burning spells. Fire damage is particularly useful against the myriad of enemies with regeneration, and practically mandatory when facing undead crises in campaign. Being able to buff an entire line of saurus with an upcast Flaming Sword/Cloak of Flame can turn the game in your favor.&lt;br /&gt;
**&#039;&#039;&#039;Life Slann&#039;&#039;&#039; - These guys are the MVP in any monster heavy list; though you have a few other options for healing (such as the Revivification Bastilidon, high slann and the newly added Skink Oracle), life slann are still the uncontested kings at it. If you want an army built on the back of beasts, a life slann is essential to keeping them in the fight. With a life slann, you can wipe away any damage your stack of monsters take during the routing phase of a battle, making them both tactically and strategically important. Pair one with a Revivification Bastilidon to very rapidly resurrect slain models in any infantry unit and bring back even the most tattered units to full fighting strength. Additionally, should you encounter blobs of infantry that pose a notable danger to your larger beasties, Life slann are able to slap down Dwellers Below to deal frankly startling amounts of damage to practically every non-flying unit caught within its radius.&lt;br /&gt;
**&#039;&#039;&#039;Light Slann&#039;&#039;&#039; - Light slann are fantastic supports for an infantry-heavy army namely due to two spells: Net of Amyntok and Birona&#039;s Timewarp. Like every other army, Net of Amyntok is an excellent tool for pinning down faster cavalry from the likes of Bretonnia or the Dark Elves so that your &#039;&#039;much&#039;&#039; slower saurus can catch up and engage them in melee (or to keep them still while your Salamanders incinerate them wholesale). Birona&#039;s Timewarp can turn the tide in a key engagement when used properly. Offensively, being able to cast Banishment much more frequently can also deal devastating damage to enemy infantry. That said, even your Greater Arcane Conduit will struggle to keep you topped off; the Lore of Light can consume your Winds of Magic quite quickly.&lt;br /&gt;
**&#039;&#039;&#039;High Slann&#039;&#039;&#039; - Similarly to light slann, high slann are a hybrid offensive/support caster. Unlike the Lore of Light, you do have access to minor magical healing through Apotheosis and have access to an excellent anti-flier vortex spell in Tempest (Net of Amyntok is superior in most cases, however). High slann offensively specialize in single target damage and can deal devastating amounts of it between the Arcane Unforging and Soul Quench spells, giving them a solid niche against duelist lords/heroes and larger monsters.&lt;br /&gt;
**&#039;&#039;&#039;Heavens Slann&#039;&#039;&#039; - Multiplayer only, the Heavens Slann is unfortunately the worst slann of the bunch. It&#039;s not that the Heavens lore is lacking nor is it the slann himself, but the fact that he faces strict competition against your Skink Priests of all things. A Skink Priest of Heavens, though lacking the Greater Arcane Conduit, is a much faster/smaller target by default and has access to several mount options that make him much more flexible offensively or defensively. Additionally, as a hero, you can take a more offensively focused melee lord or a slann attuned to a different lore for more magical variety. Even if you&#039;re only running one with nothing but the crest on his skinky-head, the cheaper price alone makes the Heavens slann a hard sell comparatively.&lt;br /&gt;
:::&#039;&#039;&#039;Warhammer III&#039;&#039;&#039;: All Slann become a bit more defensible with the boon of their own personal barriers, a &#039;&#039;much&#039;&#039; needed buff to these fat frog&#039;s personal defenses. Of course, barriers will do little to assuage prolonged and unsupported melee combat, but it will help protect them from the stray blast or occasional skirmish.&lt;br /&gt;
:::&#039;&#039;&#039;Immortal Empires&#039;&#039;&#039;: A minor nerf to the Slann, Star Chambers can now only ever be constructed in Province capitals, &#039;&#039;severely&#039;&#039; curbing how quickly you can recruit high-level Slann right out the gate. They can still be abused, though you now need to capture &#039;&#039;many&#039;&#039; more territories before you can crank out Slann on par with their Mortal Empires power level. The good news is, the Rite of Awakening is now free to use once unlocked and can be spammed on cooldown to try farming for second/third generation Slann.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Old-Blood&#039;&#039;&#039; - Offensive duelists through and through, saurus old-bloods are flexible masters of combat who can lead on foot, on the back of a cold one, or atop a mighty carnosaur (you&#039;ll usually want one on a carnosaur). Compared to the kroxigor ancient, saurus old-bloods are less powerful in melee combat but can be much faster and have marginally better faction support skills. For the purposes of both Multiplayer and Campaign, you&#039;ll want to avoid taking Old-Bloods as your lord (unless you have &#039;&#039;no&#039;&#039; DLC content). Their role can easily be filled by Saurus Scar Veterans, who &#039;&#039;don&#039;t&#039;&#039; take up your only Lord slot for the army (and are, for all intents and purposes, identical sans Campaign skill trees). If you insist on taking an Old-Blood, take Kroq-Gar. Otherwise, a Slann or Kroxigor Ancient would be better suited for your needs.&lt;br /&gt;
::&#039;&#039;&#039;Immortal Empires&#039;&#039;&#039;: Saurus Old-Bloods get some new life pumped into their battle-tested bones in Immortal Empires, at least when fighting under Kroq-Gar&#039;s banner. Universal 15% Upkeep discounts for all armies led by Saurus Old-Bloods and an additional +1% Weapon Strength boost for each level your Old-Blood gains make these guys your go-to beatsticks. Their discounted upkeep costs also make it easier to field &#039;&#039;more&#039;&#039; armies which, especially in the mid-late game, is particularly valuable as your empire&#039;s borders outpace your glacial economy&#039;s ability to upgrade settlement infrastructure in a timely manner. Slann are, of course, still quite valuable, though with Sacred Spawning Caverns and Temple Guard Barracks providing increased starting ranks to Old-Bloods and Scar-Veterans, it&#039;s hard to say no to these guys. At least when riding with Kroq-Gar.&lt;br /&gt;
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*&#039;&#039;&#039;Red-Crested Skink Chief (DLC 1)&#039;&#039;&#039; - Your discount Lord and the one you&#039;ll want to take if you want to reserve as much money for your big beasties as possible. Of course, you could splurge a little to put him atop an ancient stegadon to scorch swaths of infantry with the Engine of the Gods (though if you&#039;re going to do that, you may as well spring for Tehenhauin so that you at least have access to the Lore of Beasts as well). The RCSC is a competent combatant equipped with poisonous, armor-piercing attacks that can make him surprisingly dangerous in a fight, though like everything skinky, he&#039;s a particularly squishy lord when unmounted. The best use you can put him to is boosting your heroes in a &#039;Pompous&#039; trait-stacking lizardman hero army, which makes an already broken strategy even stronger.&lt;br /&gt;
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*&#039;&#039;&#039;Kroxigor Ancient (DLC 2)&#039;&#039;&#039; - Baby Nakais for those who don&#039;t quite feel up for splurging on the big boy himself. Kroxigor ancients are quite literally just watered down versions of Nakai; though they won&#039;t grant perfect vigour to all friendly forces near them, they will still wade through most infantry due to their size and mass and put out such raw damage that most non-elite infantry will falter swiftly against them. However, just like Nakai, they are completely helpless at range, are vulnerable to AP and anti-large weapons and are &#039;&#039;slow&#039;&#039;. In competitive multiplayer, though they are still a bit of a niche pick, they are much more attractive than Nakai due to their cheaper price and because they have access to the Amulet of Itzl, which grants the Kroxigor Ancient 66% damage resistance for a short time. This can give them enough of an edge to eek out against enemy duelists or to survive long enough for reinforcements to arrive.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
As said, the Lizardmen characters can be a little sub-par compared to other factions (with the exception of the Skink Oracle, see below), but their selection is surprisingly versatile, and the Lizardmen have some of the best &#039;&#039;mounts&#039;&#039; in the game, which really helps push their characters battlefield potential. The Lizardmen also have one of the strongest Legendary Heroes in the game: Lord Kroak. These guys are capable of dealing immense damage to your enemies and &#039;&#039;all&#039;&#039; of them (except Kroak) can be mounted on one of your massive dinosaurs.&lt;br /&gt;
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===Legendary Hero===&lt;br /&gt;
You&#039;ve only got the one, but he&#039;s all you&#039;ll need. Lord Kroak is your expensive but powerful offensive caster and forms the center of many army formations.&lt;br /&gt;
*&#039;&#039;&#039;Lord Kroak (FLC)&#039;&#039;&#039; - The first of the Slann doesn&#039;t let something as trivial as death inconvenience him, or keep him from kicking warmblood ass to the Old World and back. Lord Kroak is one of a very select few heroes in the game with access to &#039;&#039;Greater Arcane Conduit&#039;&#039; (which can be paired with another Slann&#039;s Greater Arcane Conduit), making him a fantastic force multiplier in a caster-heavy list just from being present. For better or worse, Kroak doesn&#039;t have access to any lore of magic and only has two notable abilities. But &#039;&#039;damn&#039;&#039; can those abilities turn the tide of battle. His only bound ability (other than the universal Cold-Blooded) is the &#039;&#039;Supreme Shield of the Old Ones&#039;&#039;, an upgraded version of the regular Shield of the Old Ones that grants allies a 44% damage resistance while within it (and stacks with the regular version if you&#039;re really in a bind). The only spell(s) he has access to is his signature Deliverance of Itza (and its three varying strengths). Deliverance of Itza, &#039;&#039;the&#039;&#039; reason you&#039;re bringing him, can virtually delete entire units from existence with an efficiency only known to the Winds of Death spell, but it has a few major drawbacks. First, it is intensely mana hungry: you&#039;ll typically only get one or two DoI (III) casts per battle before you run dangerously low on magic. By relying on DoI I or II, you won&#039;t consume as much magic per cast, but the difference in damage dealt becomes very apparent. Secondly, there is a very lengthy and obvious tell for when the spell is cast; most competent opponents will be able to move their forces away from the blast before it goes off unless you manage to pin them down with supporting spells like the Net of Amyntok or simply bodyblocking them from all sides. Thirdly, this spell is virtually useless against single entities such as Lords/Heroes and giant monsters, meaning he&#039;ll do little towards more elite doomstack lists. Despite all these cons working against him, a well timed Deliverance of Itza can and will win you battles if you plan accordingly. The best part, it deals absolutely no friendly fire damage. [[Meme|You may fire when ready]].&lt;br /&gt;
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===Generic Heroes===&lt;br /&gt;
In the campaign, all Lizardmen heroes benefit from the &#039;Humble&#039; trait, which appears on Lords and Heroes at random. This lets you recruit them at 2 additional ranks higher than their default rank, with unlimited stacking potential, making them stronger and more versatile earlier in the game than heroes of other factions. In the late-game, you can disband Humble heroes as you build more Slann Star-Chambers, however these are expensive buildings for non-Hexoatl factions; for the 6000 gold needed for 1 Star-Chamber, you can hire at least 4 Humble heroes for 8 bonus levels. Of course, those extra heroes each take up their respective hero slots and will take a modest sum out of your income every turn and as such are less efficient in the long run compared to Star Chambers.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Scar-Veteran&#039;&#039;&#039; - A step down from the Old-Blood, Scar-Veterans behave in much the same manner as your generic saurus lords. Vicious and powerful combatants, Scar-Veterans are built to brazenly charge into combat and deal bloody death to all who stand in their way. The real reason you&#039;ll want to take any Scar-Vets isn&#039;t for the saurus himself, however badass he may be, but for the carnosaur mount you can put him on. Though a more expensive version of the feral carnosaur, Scar-Vets are immune to rampaging (and can indeed stop others from rampaging thanks to their Cold Blooded ability) and have a slightly stronger statline, making them excellent all-round threats to whatever your opponent might be packing. These Scar-Vets are ideal choices for armies led by slann-mage priests; they won&#039;t be competing for Winds of Magic like the skink priests and will more than make up for the slann&#039;s melee deficiency. If you want to keep him cheaper, you can take one on foot to lead fellow saurus infantry into battle, or stick in on a Cold One to ride with the rest of your cavalry. A modestly popular tactic in Multiplayer is to take two of these guys on Cold Ones to act as hero/lord hunters.&lt;br /&gt;
::&#039;&#039;&#039;Immortal Empires&#039;&#039;&#039;: Scar-Veterans, though still quite capable in every other Lizardmen subfaction, truly shine when fighting under Kroq-Gar&#039;s flag. +30% experience gain and +1% weapon strength per earned rank (max buff of 50%) can make these guys quite vicious very quickly. Since the Humble trait, the Star Chamber and Temple Guard Barracks rank boost effects stack, you can also recruit highly ranked Scar-Veterans &#039;&#039;very&#039;&#039; early on in the campaign (relatively, that is). It&#039;s to such a degree that you could very easily start cranking out freshly recruited Scar-Veterans on Carnosaurs with a bonus 18% or higher Weapon Strength buff right out of the gate. Put in an army lead by a Saurus Old-Blood for that 15% upkeep reduction and you have yourself a solidly cost effective doomstack that, post level 20, will just respawn back home if they ever bite off more than they can chew.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Priest&#039;&#039;&#039; - Skink priests are your humble, mortal casters. Cheap and nimble, these guys can easily outrun most footslogging infantry and are fantastically flexible mages that can fill any offensive or defensive holes your army might have. If mounted on a terradon, their speed will be unparalleled (for Lizardmen); they&#039;ll be able to rain magical death anywhere on the battlefield with ease and can quickly deliver support to your forces no matter how spread out they may be. Alternatively, you may mount them on stegadons or ancient stegadons to make them terrifying all-rounders, though their price tag will quickly reflect that. probably want to stick with the regular stegadon, great hybrid artillery and melee monster&lt;br /&gt;
**&#039;&#039;&#039;Skink Priest (Heavens)&#039;&#039;&#039; - The Heavens discipline is among the better offensive lores of magic in the game for the instant raw damage output it&#039;s capable of. Wind Blast and Chain Lightning will be your go-to offensive spells. Comet of Cassandora, though powerful, should generally be avoided due to how long its casting time is. Harmonic Convergence and Curse of the Midnight Wind are staples of support sets and can turn your saurus infantry into immovable walls of tooth and claw.&lt;br /&gt;
**&#039;&#039;&#039;Skink Priest (Beasts)&#039;&#039;&#039; - Formerly your worst discipline, the Lore of Beasts has recently received a bit of a tweaking to make it considerably more attractive and usable. It&#039;s still among the least potent of your available magics, but it is among the most flexible in utility. Wyssan&#039;s Wild Form and Pann&#039;s Impenetrable Pelt provide rather significant combat buffs (particularly when stacked) while Curse of Anraheir debilitates your enemies. Offensively, Flock of Doom is a fantastic and cheap chaff cleaner that affects any units that have at least one model within its 30m range. For your single target needs, The Amber Spear allows your caster to act as impromptu artillery should the need arise. Formerly &#039;&#039;the&#039;&#039; reason to take a Beasts caster was for the Transformation of Kadon; being able to summon up to two Manticores to flank enemy formations or dive into backlines can have a massive impact on the flow of battle, but a bump up to &#039;&#039;20&#039;&#039; Winds of Magic per summon makes it challenging to make much use of your other spells in multiplayer.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Chief&#039;&#039;&#039; - Your skirmishing duelist, skink chiefs cripple enemy forces with their poisonous darts so that your army can face weaker resistance. Skink chiefs are a force to be feared when mounted on a stegadon, allowing them to easily face down many enemy heroes/lords in a one-on-one fight. In the campaign, the ability to build skink chief capacity-increasing buildings in minor settlements means you can spam them across the map or stack up to 19 of them into an army, which can be hilariously broken depending on the traits and items you equip them with.&lt;br /&gt;
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*&#039;&#039;&#039;Skink Oracle (DLC 3)&#039;&#039;&#039; - By far the best Hero for the Lizardmen, the Skink Oracle brings a cavalcade of well rounded offensive and supportive magic to the field atop a mighty Troglodon. And only on a Troglodon, so he&#039;s very much an &amp;quot;all or nothing&amp;quot; type of unit. The first major reason the Skink Oracle makes for a popular pick is the fact that he&#039;s your only non-Slann source of magical healing, potentially freeing up your Lord choice for a more offensive beat stick like Kroq-Gar or even a Kroxigor Ancient. Secondly, as a hero, not only does your Skink Oracle provide a use of Cold-Blooded for the rest of your forces, but his own Troglodon will never rampage. Magical prowess aside, this alone is worth considering the rather steep price-tag. Speaking of, the Troglodon allows the Skink Oracle to function as a mid-range anti-Monster skirmisher. Combined with a potential Fireball cast here or there, the Skink Oracle &#039;&#039;excels&#039;&#039; at chunking opposing Lords/Heroes, especially if they&#039;re atop a mount or naturally monstrous in size. Just don&#039;t have him brazenly lead the charge into melee combat, as he won&#039;t last terribly long in it. If your army would like to use a non-Lore of Life Slann or any non-Slann Lord for that matter (effectively any LL banner army), a Skink Oracle and a Revivification Bastilodon or two are excellent tools to keep your forces in tip-top shape so that they can keep doing what they do best.&lt;br /&gt;
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==Units==&lt;br /&gt;
Many lizardmen units are available in standard and &#039;blessed&#039; variants. Blessed units are only made available in the campaign by completing random timed missions, such as getting 1000 kills or winning 4 battles, but make up for their randomness and limited quantity by being free to recruit at any time in any army and by having at least one extra ability or superior stat over their contemporary counterparts. They aren&#039;t to be confused with Regiments of Renown, unique units recruited at max rank and limited to one instance per. In casual multiplayer matches with Unit Caps turned off, Blessed Units are recruitable for only a modest bump in price over their generic counterparts.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
Infantry provide the foundation of every army in Total War: Warhammer, and the Lizardmen are no different. Indeed, even the humble skinks have their place.&lt;br /&gt;
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====Melee Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Skink Cohort&#039;&#039;&#039; - Skinks armed with little macuahuitls and shields, skink cohorts are cheap chaff units primarily used to fill out rosters or to support your more expensive infantry actually doing the killing. Despite being shielded, these guys will die by the score due to their pitiful defensive statline if they face any frontline infantry head on and are one of the few lizardmen units prone to routing from leadership issues. Having said that, skink cohorts are among the fastest cheap infantry units in the game and are still rather decent combatants when fighting similar unarmored units and tend to win such engagements (namely against chaff or low tier infantry like Bretonnian peasantry or Vampire Count zombies). Indeed, their speed is invaluable for flanking enemies tied up by your saurus warriors and chasing routing enemies off the map. When pinching pennies, you can&#039;t argue with that. In campaign these guys can be skipped entirely for the javelin version instead as the missile attack for 10 extra upkeep per turn is leagues better than just having the club.&lt;br /&gt;
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*&#039;&#039;&#039;Red-Crested Skinks (DLC 1)&#039;&#039;&#039; - Angry skinks wielding poisonous, armor-piercing warhammers. Red-Crested Skinks provide an invaluable source of early game/cheap melee AP damage and poison, though they&#039;re less effective against unarmored targets as a whole compared to regular Skink Cohorts. They lack both shields and armor and as they are simply skinks, they will die in droves unless they&#039;re taking refuge among the far burlier saurus warriors. On that note, RC skinks synergize excellently with saurus warriors, as they can simultaneously chew through armored units the saurus tend to bounce off of and further cripple these enemies with poison, allowing your much slower saurus to both catch up to and butcher them with greater ease. Just like skink cohorts, these guys are at home in watery environments and are easily able to outflank many slower infantry units.&lt;br /&gt;
**&#039;&#039;&#039;Cohort of Sotek (RoR, DLC 1)&#039;&#039;&#039; - Unbreakable angry skinks wielding poisonous, armor-piercing warhammers. These guys have a unique ability, &#039;&#039;Refuse to Die&#039;&#039;. When active, no skink models can die (they can still take damage, however), which can maximize their damage output when taking sudden burst damage or ensure that they hold the enemy in place for a precious few more seconds. The fact that they&#039;re unbreakable really synergizes well with this perk, as it means that your opponent is going to have to commit to completely eradicating the unit (which, admittedly, isn&#039;t really &#039;&#039;that&#039;&#039; tall an ask all things considered). This can buy some of your other forces some precious moments to regroup should the tide be against your favor.&lt;br /&gt;
:::&#039;&#039;&#039;Campaign Note&#039;&#039;&#039;: Auto-Resolve tends to value every flavor of Red-Crested Skink just slightly more than the dirt they stand on, so unless you are ok with them taking massive casualties or outright getting wiped out every time you click that auto-resolve button, you&#039;ll either need to fight your battles manually or pick up regular Skink Cohorts if you need chaff infantry to pad out your forces.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Warriors&#039;&#039;&#039; - Saurus warriors are probably the first thing that comes to mind when one mentions the lizardmen, and for good reason. Resilient, determined and natural fighters, saurus warriors are one of the most durable base line infantry units in the game due to their high HP and armor and can hold their own even against the more elite infantry options of other factions (Note: they can fight a unit of chaos warriors to stalemate). Should they find themselves in a losing matchup, their naturally high leadership will keep them standing firm against the enemy far longer than their equivalents in other factions would, even if they lose control and rampage towards their inevitable deaths (in game II. They&#039;ve since become far more disciplined in game III). To compensate, saurus are slow and are prone to being kited, so skink skirmishers/cohorts should be utilized to help pin down the enemy line until the saurus make it into combat. Saurus warriors are available in both standard and shielded variants, but the only reason to not get the shielded version is if you need every last gold coin you can rub together for your bigger monsters on a tight, competitive budget.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Saurus Warriors&#039;&#039;&#039; - Shielded saurus warriors with an even higher base health and [[awesome|perfect vigour]]. These guys make fantastically cost efficient walls that will never tire no matter how hard they&#039;re pushed. In the campaign, they are one of the better frontline choices you can give your non-doomstack armies that can find a place even into the late game, so long as they manage to survive and rank up. Gor-Rok, if chosen as your initial legendary lord, can use his rite to grant further defensive bonuses and &#039;&#039;unbreakable&#039;&#039; to them (in game II. Game III replaces unbreakable with the barrier ability and immunity to hostile effects like Poison instead); they will never yield.&lt;br /&gt;
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*&#039;&#039;&#039;Saurus Spears&#039;&#039;&#039; - Warriors equipped with anti-large spears for engaging cavalry and monsters. They&#039;re nearly identical to regular saurus warriors in every other way, though they do slightly less damage against regular infantry in exchange for their anti-large speciality. Like the warriors, they come in unshielded or, for a slight premium, shielded variants.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Saurus Spears&#039;&#039;&#039; - Buffed up saurus spears with shields, the blessed variant of these saurus are dramatically inferior to their standard cousins since they lack perfect vigour. Instead, the bonus ability granted to them is Forest Strider, a perk that grants additional melee attack and defense buffs to them while fighting in forests. If you can lure cavalry and large monsters into forests, where they&#039;ll suffer additional penalties simply due to how forests interact with them, you can deal impressive sustained damage to them in short order. Unfortunately, this ability does nothing for them outside of forests and &#039;&#039;many&#039;&#039; battlefields will have a dearth of forest patches that you can fight in. Additionally, uncooperative opponents will generally avoid trying to engage your forces inside forests and trying to convince them otherwise may prove too time consuming for what it&#039;s worth. Regardless, they still have more health than the regular saurus spears. That&#039;s always a plus.&lt;br /&gt;
**&#039;&#039;&#039;Legion of Chaqua (RoR, DLC 1)&#039;&#039;&#039; - The Legion of Chaqua, thanks to their special ability, are able to provide themselves and all nearby allied units a surprising 44% missile resistance for a limited time upon activation. This is an invaluable skill to have on the approach, as many of your unshielded infantry and larger monsters are vulnerable to being focused down by the much superior ranged infantry found in other armies and can be further supplemented by a Slann&#039;s Shield of the Old Ones if necessary. Otherwise, these guys simply behave exactly as Saurus Spears are expected to.&lt;br /&gt;
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*&#039;&#039;&#039;Temple Guards&#039;&#039;&#039; - The fearsome Temple Guards, renowned for their devotion to their Slann masters, stand ready to slaughter all who&#039;d bring harm to their otherwise vulnerable charges. Temple Guard are the only &amp;quot;elite&amp;quot; infantry within the lizardmen roster, which is more a testament to how strong regular saurus are compared to the melee infantry of other armies. Speaking of how strong regular saurus are, Temple Guard fall short of them against unarmored infantry on the whole. This isn&#039;t to say Temple Guard aren&#039;t impressive; their heightened statline makes them less likely to budge than regular saurus are while their charge defense and bonus damage against large foes and predominantly armor-piercing weaponry lets them effectively face down a majority of late-game/elite cavalry, monsters and even armored infantry much more effectively than regular saurus. Unfortunately, this general prowess reflects heavily in their price tag and you&#039;ll struggle to field multiple units of these without heavily cutting into your other options.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Temple Guards&#039;&#039;&#039; - Recolored Temple Guards, these guys are a slightly more offensive version of their default variants thanks to an increased charge bonus. This makes them significantly more well rounded and will allow you to more flexibly choose how you engage your enemies; do you brace and negate an incoming charge, or is the foe squishy enough where a counter charge would be more punishing? All in all a nice upgrade if only for the usual buff to their health blessed units receive.&lt;br /&gt;
**&#039;&#039;&#039;Star-Chamber Guardians (RoR, DLC 1)&#039;&#039;&#039; - Take Temple Guard and make their weapons also deal magical damage: you now have &#039;&#039;the&#039;&#039; most elite infantry unit available to the Lizardmen. Having magical attacks allows the SCG to engage many undead/demonic forces that utilize high physical resistance and cut them down with ease. SCG also serve as excellent bodyguards for lords (particularly Slann) due to their Guardian ability and when properly supported with healing magic, these guys will &#039;&#039;never&#039;&#039; die. Their only major weakness of note is prolonged anti-armor ranged firepower and artillery, but as they are armored and shielded and have a frankly gargantuan health pool, it will take a long time to fully whittle them down.&lt;br /&gt;
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====Missile Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Skink Cohort with Javelins&#039;&#039;&#039; - Skinks armed with little macuahuitls, shields and three javelins each. For pennies over a regular skink cohort, you can give them limited ranged support with poisonous javelins; a fantastic way to soften up an enemy unit for your front line infantry on the charge. With their speed, they can also easily circle about and pepper an opposing unit&#039;s backsides before charging in to cut off their escape while your saurus chew through them. Once they throw all their javelins, they&#039;re identical to the default skink cohort in virtually every way. Generally, if you&#039;re planning on taking skink cohorts at all, you should almost always pick these guys up over the standard versions (unless you &#039;&#039;really&#039;&#039; need every gold coin you can possibly scrape together for a specific competitive multiplayer build).&lt;br /&gt;
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*&#039;&#039;&#039;Skink Skirmishers&#039;&#039;&#039; - Skinks equipped with little blowpipes and poisonous darts, and your first dedicated missile infantry. Skink skirmishers lack the sheer range available to most other factions and struggle to do damage against armored opponents. Instead, they should be used exclusively as harassers; their speed, ability to fire while moving and vanguard deployment options allow them to easily get into flanking positions and kite enemy infantry while inflicting poison onto them for when the rest of your army catches up. These guys will melt quickly if caught in the crosshairs of opposing archers/gunners and are pitiful in a fistfight, so you should only get one or two of these units at most, and only if you absolutely cannot afford taking chameleon skinks instead.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Skink Skirmishers&#039;&#039;&#039; - Skink skirmishers with more health and an innate magic spell resistance. This extra durability is nice, but the spell resistance in particular isn&#039;t going to see much use due to these guys rather high mobility and any targetable spell an opponent &#039;&#039;could&#039;&#039; cast on them would be served much better against... literally anything else in your army. There&#039;s virtually no reason to bring these in Multiplayer (even if Blessed units are allowed for the match) and the only reason you&#039;ll want to recruit them in any of your Campaigns would be if you&#039;re in desperate need of reinforcements for a beat-up army you simply cannot afford to lose and you just &#039;&#039;happen&#039;&#039; to have some Blessed Skink Skirmishers to burn. The moment you are in a position where you can recruit/replace other units, these guys should be the first to go.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Skinks&#039;&#039;&#039; - Ninja skinks equipped with little blowpipes and poisonous darts. Though fewer in number than basic skink skirmishers, chameleon skinks are considerably more durable thanks to their flat 40% missile resistance and have a much easier time sneaking around enemies thanks to their Chameleon ability. This, along with their loose formation, can make them surprisingly effective at countering enemy archers. They otherwise fulfill the exact same harassment role your regular skink skirmishers do and deal a disappointingly low amount of damage against armored targets. Also, like skink skirmishers, they are unable to curve their shots well meaning they&#039;re less effective in siege battles than the archers of other races.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Chameleon Skinks&#039;&#039;&#039; - Slightly swole Chameleon Skinks with twice the charge bonus (which is barely anything, especially combined with their rather tragic melee statline) and a few extra darts per skink. More ammunition is always welcome in a firefight, but it&#039;s hardly a game changer. Regardless, better stats do open up options and if you have a choice between these and regular Chameleon Skinks, may as well pick these guys.&lt;br /&gt;
:::Oxyotl&#039;s banner army in the campaign should almost entirely consist of these guys. Between the AP bonus damage, variant ammunitions he can grant them in addition to giving them perks like Snipe, there&#039;s almost no force these guys can&#039;t just shoot to death with relative ease. Siege Battles or battles featuring multiple enemy banner armies might become tricky, but that&#039;s why you always have at least a couple Skink Oracles or Skink Chiefs with Stalk to clean up shop.&lt;br /&gt;
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*&#039;&#039;&#039;Chameleon Stalkers (DLC 3)&#039;&#039;&#039; - Angry ninja skinks with little blowpipes and [[what|explosive darts]]. Chameleon Stalkers fill the rather niche role of shock infantry for the Lizardmen. Each skink is equipped with two Precursor blowpipe shots that deal rather impressive burst damage against unarmored targets either on the charge or when falling back from a melee engagement. As they possess the same Chameleon ability their standard Chameleon Skink kin have, they do have a lot of wiggle room to get into an optimal charging position and can quickly fade away from the fray when things go south. Speaking of things going south, though Stalkers are reasonably decent at combat due to their poisoned attacks and mediocre stats, they still tend to lose against medium tier and above infantry or anything with armor. That said, even against armored infantry, much of the Stalker&#039;s value comes from the heavy formation disruption their Precursor Rounds cause, slowing down their targets and interrupting their charge so that you can take the initiative in the ensuing engagement. They can also deal decent burst damage against single entity units in a pinch, but this is generally an inefficient use of them.&lt;br /&gt;
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====Monstrous Infantry====&lt;br /&gt;
*&#039;&#039;&#039;Kroxigors&#039;&#039;&#039; - Kroxigors, as to be expected from 12-foot tall crocodile men, are beastly armor-piercing anti-infantry blenders who can carve through lower tier units like butter and are sturdy enough to hold back more elite units for your more capable specialists. Though quite tanky and reasonably quick (compared to your saurus), they are still large (with the weaknesses all that entails) and very vulnerable to getting shot to hell and back or getting slammed by larger cavalry/monsters. While Kroxigors do hit damn hard, their total damage is divided between three subcatagories: Base, Anti-Infantry and Armor-Piercing. As such, they only really get the most bang for their buck when thrown against armored infantry. While they are able to tie up units that fall outside of those categories, they become dramatically less effective and &#039;&#039;will&#039;&#039; lose the grindfest if they aren&#039;t supported. Just like in the tabletop, they pair fantastically with supporting skinks to flank and tie up enemy forces or debuff them with poison to make them even more vulnerable to the kroxigors.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Kroxigors&#039;&#039;&#039; - If you thought regular kroxigors were thick, you haven&#039;t seen these thunder-thighs strut their stuff. Though the standard health increase is all well and good, blessed kroxigors received a substantial buff to their charge bonus. This can make them surprisingly deadly cycle-chargers which, combined with their anti-infantry/armor niche, will let them crack massive holes in front lines.&lt;br /&gt;
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*&#039;&#039;&#039;Sacred Kroxigors (DLC 2)&#039;&#039;&#039; - Kroxigors with [[power fists]]. These magical boxing gloves turn your kroxigors into all-purpose ass pounders who punch holes in armored foes effortlessly and tear through things with low magic resistance like so much wet paper. Much like regular kroxigors, sacred kroxigors get the most bang for their buck when supported by skinks (ideal) or saurus (when you don&#039;t want to move from that spot). Unlike standard Kroxigors, Sacred Kroxigors are much more well rounded offensively and will perform much more efficiently against opponents regular Kroxigors tend to struggle or stalemate against. Additionally, as the only non-RoR/Lord unit in your roster with Magical Attacks, these guys are your go-to melee force to deal with Ethereal units, Treemen and other high-physical resistance targets. Additionally, as Magic Resist is slated to change to only affect damage caused by Spells, Sacred Kroxigors will be very well suited to deal with the forces of the Dwarfs and Khorne going forward.&lt;br /&gt;
**&#039;&#039;&#039;Cohort of Huatl (RoR, DLC 2)&#039;&#039;&#039; - Sacred kroxigors with much higher physical resistance and straight up sunder enemy armor, allowing units like your saurus warriors to deal more damage to them.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
Lizardmen cavalry are slow, for cavalry. They will never catch horse-mounted cavalry of other races, and it is risky to use them as a distraction if your enemy is using anything more than basic cavalry archers. Expect lizardmen cavalry to take heavy losses in prolonged combat, and learn to cycle-charge with them.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Cold Ones&#039;&#039;&#039; - A pack of clever girls, with no saurus riders. Feral cold ones are extremely speedy units (by lizardmen standards) that effectively function as light cavalry built for chasing down skirmishers, ranged back lines and artillery pieces. Their ability to cause fear also comes in handy for landing rear charges against a foe tied up in combat with your frontline infantry, as well as ensuring routed enemies leave the battlefield permanently. Unfortunately, their raw damage output is rather low and they themselves are particularly frail and prone to rampaging, which means a bad engagement will result in a swift end for them. They&#039;re cheap as chips though, so you can&#039;t complain too much over losing &#039;em.&lt;br /&gt;
**Being able to summon them after performing the Rite of Primeval Glory is really handy when facing off against Skaven artillery.&lt;br /&gt;
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*&#039;&#039;&#039;Cold One Riders&#039;&#039;&#039; - Standard cold one riders are your first full-blooded cavalry option. Though significantly swifter than your infantry, cold one riders lag behind their competition in other factions and are particularly vulnerable to anti-large cavalry units because of this. In an ideal setting, cold one riders will serve as the hammer to the anvil that is your saurus frontline; decisive charges into the rear of enemy formations can deal heavy damage and can completely lock down ranged infantry or artillery. Being both armored and shielded gives them respectable staying power as well and allows them to remain in extended combat should the need arise. That said, like most cavalry, they truly shine when they&#039;re able to freely cycle charge to maximize their damage output and heavily abuse enemy morale.&lt;br /&gt;
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*&#039;&#039;&#039;Cold One Spear-Riders&#039;&#039;&#039; - The name says it all; these are cold one riders with spears. This turns them into a dedicated anti-large cavalry unit that can deal not inconsequential damage to opposing cavalry, artillery and monsters. Unfortunately, in cav v. cav engagements, cold one spear riders will often fall short due to their below average speed letting many opposing options run circles around them. As such, they tend to work best when used defensively. When opposing cavalry buckles down to charge into your flanks, counter charge them with your spear-riders to either intercept or divert them from your more vulnerable elements. They do deal decent armor-piercing damage on their own right, but they&#039;ll often lose against more elite cavalry options and their strength quickly diminishes in prolonged engagements.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Cold One Spear-Riders&#039;&#039;&#039; - Blessed cold one spears are extremely similar to the Pok-Hopak Cohort in the sense that they both don&#039;t run the risk of rampaging. This is a very valuable perk on a unit that will often find itself separated from your main army, especially when combined with their heightened durability. If you have a need for cold one spears and have access to these, there&#039;s literally no reason not to take them.&lt;br /&gt;
**&#039;&#039;&#039;Pok-Hopak Cohort (RoR, DLC 1)&#039;&#039;&#039; - Fearless and focused spear-riders, these guys are both immune to psychology &#039;&#039;and&#039;&#039; lack primal instincts, meaning you&#039;ll never need to worry about them rampaging or fleeing from enemy monsters. Additionally, the Pok-Hopak cohort is able to utilize vanguard deployment, giving them a tactical edge over their generic counterparts that cannot be underestimated. If you&#039;re thinking about taking a unit of spear-riders, there&#039;s literally no reason to not just take these guys instead.&lt;br /&gt;
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*&#039;&#039;&#039;Horned Ones&#039;&#039;&#039; - Your only elite cavalry, horned ones are simply buffed up cold one riders, plain and simple. They are significantly faster than all of your cold one riders and as such are on par with the cavalry options found in many other factions. They pack a meaty punch with a rather chunky charge bonus to boot, letting them simply smash through frontline infantry as both hammer and anvil. You&#039;ll be paying for that swollen statline though, as they are one of your most expensive non-monster units out of your entire roster (they&#039;re even more expensive than some of your monsters).&lt;br /&gt;
**&#039;&#039;&#039;Blessed Horned Ones&#039;&#039;&#039; - Just like the blessed cold one spears, blessed horned ones won&#039;t rampage when caught unawares. Considering these are your elite cav units, you will &#039;&#039;always&#039;&#039; want to make sure they can get out of a bad engagement whenever you need them to.&lt;br /&gt;
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*&#039;&#039;&#039;Terradon Riders&#039;&#039;&#039; - Javelin skinks riding Terradons and carrying stone bombs. While relatively fast for the lizardmen, terradon riders are among the slowest flying cavalry in the game, and are a fairly niche choice in battle. This niche can best be summed up as aerial harriers, ideal for sniping out artillery, mages or unarmored infantry or monsters (which is admittedly a bit of a rarity). Their attacks also apply Poison, which makes them a little more useful than their raw stats make them seem on paper and helps further support other units in your army. Additionally, they are quite micro-friendly since they are able to fire and move with their javelins and, with proper positioning, can drop a once-per-battle set of stone bombs to deal massive damage to clustered up infantry beneath their wings. That said, as fairly large, unarmored and slow moving targets with fairly pitiful melee stats, these guys can be very easy to snipe out of the air by decent missile infantry and are &#039;&#039;very&#039;&#039; vulnerable to pretty much anything else that is also in the air with them. In a pinch, they can also be used as rear-chargers to help route enemies or tie down missile infantry, but Old Ones help them if something points an extra long stick at them. If you&#039;re facing an infantry heavy army, Fireleech Bolas Terradons tend to net you better value.&lt;br /&gt;
**&#039;&#039;&#039;Pahuax Sentinels (RoR, DLC 1)&#039;&#039;&#039; - These special edition terradon riders are particularly nimble and have an innate resistance to melee and missile attacks that gives them &#039;&#039;far&#039;&#039; more staying power than any of your other flying cavalry. If only to serve as a distraction, these guys can be used in lieu of skink priests/chiefs in an attempt to waste your opponent&#039;s missile infantry/artillery ammo. Otherwise, use them to harass enemy units with poisoned missiles and to escort routing foes off the battlefield.&lt;br /&gt;
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*&#039;&#039;&#039;Fireleech Bolas Terradon Riders&#039;&#039;&#039; - These are far better Terradon Riders than the base variant. While they no longer inflict Poison on enemy units, their fireleech bolas deal explosive fire damage, inflicting greater damage overall against infantry formations and fire-weak entities while dealing higher leadership penalties in the process. Like regular Terradon Riders, they also can fire and move, letting them more or less function as prehistoric bombers. They still carry stone bombs, which can be devastatingly effective when used in concert with a line of saurus warriors pinning enemy melee units or shutting down artillery, but just like regular Terradon Riders, they are fairly useless in melee and are terribly vulnerable to other fliers and ranged missile fire. If you&#039;re dealing with smaller, physically larger units (monstrous infantry or single-entity monsters) with low armor, Terradon Riders are more efficient against them. &lt;br /&gt;
**&#039;&#039;&#039;Blessed Terradon Riders&#039;&#039;&#039; - Blessed Terradon Riders, aside the traditional increase in health, only received one minor adjustment over their basic counterparts; speed. At a speed stat of 110 as opposed to the standard 90, Blessed Terradon Riders can manuever across the battlefield notably more quickly than any other unit in your entire army. Nice, for a unit designed to harass and waste/dodge enemy missile fire, but ultimately a rather minor selling point on an admittedly mediocre and situational unit.&lt;br /&gt;
**Fireleech Bolas can be used to game the AI, especially when you&#039;re facing off against the Chaos Invasion. Even having just three of these guys bombard the Chaos Hellcannons can save you a lot of grief, and you&#039;re not really going to miss them if they got shot down. They&#039;re also really helpful against Vampire Coast, as they&#039;re one of the few skirmishers you have that can raise hell against a zombie gunline/artillery.&lt;br /&gt;
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*&#039;&#039;&#039;Ripperdactyl Riders (DLC 1)&#039;&#039;&#039; - The obsidian knife of lizardmen flyers. Ripperdactyls are your flying can-openers with a minor bonus against infantry and a &#039;&#039;massive&#039;&#039; AP bonus. Combined with their solid melee attack stat and Frenzy bonus, these guys utterly shred armored foot soldiers. Unfortunately, their non-existent armor, low melee defense, low model count and large size makes these guys terribly susceptible to counterattack. If they get boxed in, much less by anything with an anti-large bonus, you will be impressed by how quickly they die. Because of this, and the fact much of their damage is dedicated against armored targets, Ripperdactyls tend to be a bit of a niche choice in army lists not built around Tiktaq&#039;to. None-the-less, they are much more effective than Terradon Riders at shutting down missile infantry formations and artillery platforms. Just make sure you are constantly aware of the tactical situation and only call them down when you can support them or escape before enemy reinforcements manage to pin them down.&lt;br /&gt;
**&#039;&#039;&#039;Colossadon Hunters (RoR, DLC 1)&#039;&#039;&#039; - Bigger, hungrier ripperdactyls with a penchant for bigger prey; an additional anti-large bonus can turn them into cavalry buzzsaws and can let them deal sickening damage to mounted enemy lords or cavalry and are the best/only option for fighting flying enemy lords/heroes on semi-even ground. Suffice to say, they&#039;re still very weak to anti-large weaponry themselves and will seldom win against combat dedicated lords/heroes in a &amp;quot;1&amp;quot;v1 fight. As such, they&#039;ll need support through terradon riders (for the poison) as well as additional ripperdactyls to stand an honest shot against such a foe, though they&#039;re still not guaranteed a victory. Should they lose, they&#039;ll still leave a hell of a mark on whatever cavalry/monster they were fighting and such scars could prove pivotal to bringing them down with the rest of your army.&lt;br /&gt;
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===Hunting Packs===&lt;br /&gt;
*&#039;&#039;&#039;Salamander Hunting Pack (DLC 1)&#039;&#039;&#039; - A &#039;&#039;much&#039;&#039; needed addition to the Lizardmen&#039;s borderline vacant missile unit roster, Salamander Hunting Packs are a fantastic general use ranged unit and are among the better missile cavalry options in the game. Though they can&#039;t fire while moving like other missile cavalry options, they deal a rather frightening amount of flaming explosive damage per volley with not inconsequential AP and rather notable anti-large bonuses to top it off. Much like your other non-single entity heavy hitters, Salamanders can do some damage in melee, but they really should avoid it unless absolutely necessary. Terrible defensive values will make Salamander Hunting Packs feel every blow that hits their unarmored hides. If you want to keep them in the fight, make sure you have a few Saurus Spears or Spear Cold One Riders to counter enemy cavalry. They can fire over units and obstacles.&lt;br /&gt;
**&#039;&#039;&#039;The Umbral Tide (RoR, DLC 1)&#039;&#039;&#039; - Sneaky salamander hunting packs with perfect vigour and stalk, the Umbral Tide is able to covertly cross a majority of the battlefields you may find yourself on and can easily set up an ambush against unsuspecting opponents. Even after running from one end of the battle to the other and loosing every last fireball from their collective gullets, the Umbral Tide will still have a spring to their step should they join the melee fray. If you can only afford a single Salamander Pack, try to budget for these guys.&lt;br /&gt;
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*&#039;&#039;&#039;Razordon Hunting Pack (DLC 2)&#039;&#039;&#039; - Razordons are your anti-armor missile cavalry. Unlike the Salamanders, who burp up one flaming projectile apiece, Razordons lob three spikes at a time when they attack. Though the damage per individual projectile is... well, pitiful, combined they can deal a rather staggering amount of AP damage that can either be divided among dense clusters of armored infantry formations or a single armored target. Additionally, Razordons are much more adept at lobbing their shots, giving them a bit of an edge over Salamanders in uneven terrain. Unfortunately, that&#039;s about where the good news ends. With a shorter firing range than Salamanders and utterly abysmal base damage on their projectiles ([[What|Chameleon Skinks have stronger missiles against unarmored foes than these guys]]) and no additional bonuses to speak of (fire damage, explosive damage, anti-large/infantry, nothing), there&#039;s generally no reason to take Razordons over Salamanders in general lists. Against the heavily armored forces of the Warriors of Chaos, Dwarfs or even other Lizardmen, Razordons might find a more valuable niche.&lt;br /&gt;
::&#039;&#039;&#039;Warhammer III&#039;&#039;&#039; Not only have these guys gained a better firing arc, enabling them to better fire spikes at targets over terrain/allied units, but the projectiles themselves now pierce through multiple entities. Currently, they&#039;re particularly powerful and can quickly mulch armored infantry with as few as two or three volleys.&lt;br /&gt;
**&#039;&#039;&#039;Amaxon Barbs (RoR, DLC 2)&#039;&#039;&#039; - Razordons with poisonous spikes and a flat 15% missile resistance, these guys aren&#039;t much to write home about. Yes, poison is nice, but you don&#039;t exactly need to dig very deep for alternative ways to access it. The missile resistance is a nice, if moderately more situational perk, but it&#039;s not a particularly notable resistance and it does nothing for potential melee engagements. In the event you need a razordon hunting pack for anti-armor firepower, you may as well pick these guys up, but only if you have the extra gold once you&#039;ve established your core army roster.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
The big beasts and the creatures most opponents expect to face when fighting the lizardmen. Potent and powerful monsters, you have a dinosaur for every occasion; you&#039;ll simply need to choose the right ones. Beware of enemy tarpits if you don&#039;t have a high-level mage in your army; dinosaurs will take additional damage from their flanks and rear if they are surrounded and that can quickly wear them down.&lt;br /&gt;
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*&#039;&#039;&#039;Feral [[Bastilidon]]&#039;&#039;&#039; - Your cheapest single entity dinosaur as well as your sturdiest. Feral bastilidons are effectively just a [[DISTRACTION CARNIFEX]] that you throw into enemy frontlines to stir up some chaos, cause some fear and just generally soak damage while the rest of your army dismantles the enemy. These guys can still earn you some crazy value against armies that field a lot of chaff infantry, like Skaven, Beastmen or Bretonnia.&lt;br /&gt;
::&#039;&#039;&#039;Campaign&#039;&#039;&#039;: These guys are your entry-level monsters, being recruitable basically from the start of the game. As tanky anti-infantry monsters, these guys can net you some crazy value against the early-game armies of other factions for cheap-as-chips prices.&lt;br /&gt;
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*&#039;&#039;&#039;Solar Engine Bastilidon&#039;&#039;&#039; - Your first, cheaper artillery option. Solar Engines fire off a single missile that simultaneously blinds and burns enemy units, reducing their combat effectiveness and dealing bonus damage against anything that regenerates health naturally. These laser bolts have a lower maximum range, are relatively slow moving and are much easier to dodge than the smaller, faster, harder to see bolts fired by the stegadon, but they have slightly higher damage per shot and a larger splash radius when targeting groups of infantry. In another contrast to the stegadon, the beams fired by the solar engine deal flat magical damage, meaning enemies with high magical resistance will largely shrug off the damage dealt by the solar engine itself. The only &#039;&#039;major&#039;&#039; drawback of the solar engine is that the Beam of Chotek, though an armor-piercing missile (its unit toolbar does not show the armor-piercing icon), deals relatively low bonus damage against armored units and as such will become less efficient compared to the stegadon when targeting heavily armored monsters over formations of armored infantry. At the end of the day, when all else fails, there&#039;s still a fully grown bastilidon underneath that laser crystal. Keep in mind, like every ranged unit, firing their missiles depletes their vigour and should be taken into account if you&#039;re planning on sending it into combat.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Solar Engine Bastilidon&#039;&#039;&#039; - Perfect vigour&#039;s value cannot be overstated on a melee capable monster that would otherwise tire itself out just from holding a laser cannon in place. The greater defensive value of the bastilidon compliments the increased health quite nicely and will allow the blessed variant to stay in the thick of it considerably longer than others of its kind.&lt;br /&gt;
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*&#039;&#039;&#039;Revivification Crystal Bastilidon&#039;&#039;&#039; - Your only non-magical source of healing, revivification crystals are one of the few healing options in the game that not only restores a unit&#039;s health but also actually revives dead models; a perk that&#039;s particularly valuable on your elite units like kroxigors or temple guard. A revivification crystal pairs excellently with a Life Slann in infantry heavy lists as you can very rapidly bring a unit back from the brink to near pristine (or whatever their healing cap is, depending on how used and abused they are), or for ensuring crucial monsters (like carnosaurs and dread saurians) become virtually unkillable. They are of limited use in a dinosaur army if your lord isn&#039;t a Life Slann, as their minor healing ability is short-ranged and can only target a single unit with a relatively lengthy cooldown between uses. Additionally, and this is a notable hitch, models don&#039;t start coming back to life until all the still living models have been fully healed up. This, consequently, makes it difficult to rebuild your forces if they&#039;re in active combat or taking damage from other sources. Having said that, they&#039;re still one of two sources of healing non-slann lords have access to and the only healing option that doesn&#039;t impose on your Winds of Magic reserve (which is still a plus, as other armies don&#039;t have such a luxury). As a bastilidon variant, it can also throw itself into combat with little fear. Pro tip: Don&#039;t click that &amp;quot;end battle&amp;quot; button; instead, use it to revive what you can and win the fight with fewer casualties.&lt;br /&gt;
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*&#039;&#039;&#039;Ark of Sotek Bastilodon (DLC 1)&#039;&#039;&#039; - Functionally just a regular bastilidon, but with the ability to unleash an AoE burst of poison on all enemies surrounding it. As it&#039;s only a minor increase in cost over the feral version, the Ark of Sotek may be worth getting for the very minor amount of damage and extra poison it can apply to the invariable mosh pits bastilidons often find themselves in. Alternatively, you can get much more utility from the other two non-feral variants, and rely on your skinks to supply poison or your mages to deal burst damage to tarpits of infantry. In Campaign these boys are one of your mainstay units until tier 4 stegadons, with the lizardmens low growth and poor early-game economy the low-cost high reward of these guys can easily melt through tons of early game infantry, a must-get.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Stegadon&#039;&#039;&#039; - A wild stegadon, pure and simple. A living battering ram, stegadons are fantastic line breakers and are well rounded enough to survive the ensuing melee while dealing respectable damage in turn. Like all feral dinosaur variants, its only major weakness is a vulnerability to rampaging courtesy of its lower leadership. This is a forgivable flaw, considering how cheap they are and the fact that you can simply use Cold Blooded to snap them out of it definitely lessens the severity of an occasional rampage.&lt;br /&gt;
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*&#039;&#039;&#039;[[Stegadon]]&#039;&#039;&#039; - A stegadon with a long-range ballista and skink handlers mounted upon its back. Stegadons serve as the second of your two artillery options and are arguably the best at dealing raw damage: the ballista is unerringly accurate and can easily snipe opposing artillery pieces, usually destroying the cannon/catapult models in question before they can get much usage. What&#039;s more is that, as it&#039;s connected to a single entity monster itself, the ballista is not vulnerable to these same tactics. Like Cygors or Steam Tanks, Stegadons compensate for the lack of firepower volume traditional artillery pieces can put out by retaining its long ranged assaults until it is either out of ammunition or has been killed. The stegadon&#039;s ranged attack generally struggles to deal significant damage to infantry formations due to the narrow projectiles and low splash damage (despite the bonus anti-infantry modifiers it gets). Regardless, the shot still deals incredible damage to heavily armored, single entity monsters (particularly a majority of mounted lords/heroes) due to their immense bonus AP damage. Even should you run out of ammunition or should your opponent try to tie it down in melee... it&#039;s still a stegadon. With skinks firing poisoned darts at everything surrounding its legs, it will put up just as much of a fight as its feral counterpart and then some. The only downside to the ballista is that firing it will drain the stegadon&#039;s vigour (even if it&#039;s standing perfectly still), meaning it&#039;ll likely perform less efficiently in any ensuing melee if it doesn&#039;t get a break between firing and fighting.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Stegadon&#039;&#039;&#039; - Hoh boy, now we&#039;re talking. A massive buff to the stegadon&#039;s health will allow him to take significantly more punishment over the rest of his variants, but that&#039;s not really the main selling point here. The blessed stegadon is also gifted with perfect vigour; a massive boon to the offensive prowess of this beast. Being able to act as full blown artillery then rush into glorious melee combat to tear enemies a new asshole at peak performance is something no other faction can achieve remotely as effectively as these guys can. If a quest pops up in the campaign with these as a reward, you should do your damndest to accomplish it. They&#039;re well worth it.&lt;br /&gt;
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*&#039;&#039;&#039;Ancient Stegadon&#039;&#039;&#039; - Where the stegadon does its best work from afar, the ancient stegadon needs to get up close and personal to do business. The howdah, though packed with significantly more ammo, is much shorter ranged and is primarily meant to soften up nearby targets for a follow up charge into melee. Ancient stegadons are somewhat tankier than other stegadon variants, though their limited range debatably renders them less effective offensively. In general, you should either spring for the Engine of the Gods or stick with a regular stegadon..&lt;br /&gt;
**&#039;&#039;&#039;The Thunderous One (RoR, DLC 1)&#039;&#039;&#039; - A beefed up ancient stegadon that calls down bolts of lighting every 20 seconds, the Thunderous One was made to wade into the enemy&#039;s front line and deal indiscriminate damage. Unfortunately, these bolts of lightning can and will deal friendly fire to your units. This can make it somewhat challenging to support its charge with infantry or cavalry, though allied single entity monsters typically won&#039;t mind the stray blast.&lt;br /&gt;
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*&#039;&#039;&#039;Engine of the Gods Ancient Stegadon (DLC 1)&#039;&#039;&#039; - Is all the gold armor embedded into your ancient stegadon not quite flashy enough for you? Just give it the ability to call down an orbital bombardment to glass swarms of warmbloods in the name of the Great Plan. The Stegadon itself is, functionally, an Ancient Stegadon. It behaves identically like one and has the exact same statline, but once you get to its abilities, things start to get interesting. It has two supporting abilities, Arcane Configuration (Winds of Magic Power Recharge rate boost) and the Portent of Warding (a 5% Ward Save for all allied units within 40m). These effects make EotG Stegadons fantastic supporting units simply from their presence alone. And yes, this applies to EotG Stegadon Mounts, so your Skink Priests have access to their own personal WoM batteries. The third, and debatably the main reason you&#039;re considering this ornate beast, is the Burning Alignment active ability. Though limited to only two uses, the Engine of the Gods can deal devastating damage to infantry focused lists if the Burning Alignment is used at just the right moment. It&#039;s particularly effective when fired into choke points or along your enemy&#039;s frontline ranks when they&#039;re tied up with your forces. Thankfully, the Burning Alignment ability is extremely accurate for (what is functionally) a wind spell; so long as you aim carefully and don&#039;t wander your lizardmen into it&#039;s path, you can drop it right in front of your forces with little fear.&lt;br /&gt;
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*&#039;&#039;&#039;Ancient Salamander (DLC 1)&#039;&#039;&#039; - A single giant salamander, tempered with age, experience and able to melt opponents with extra spicy hellfire. Ancient salamanders are more durable than their lesser hunting pack kin and are more reliably able to survive the occasional melee scuffle, though it generally shouldn&#039;t participate in it. Instead, the ancient salamander truly shines when paired with fire slann, salamander hunting packs, fireleech bolas terradons, or solar engine bastilidons thanks to its ability to render enemy units flammable with its own fireballs. This flammable effect greatly improves the damage dealt by flaming attacks and when executed properly and will burn through most infantry-focused armies with terrifying efficiency.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Carnosaur&#039;&#039;&#039; - An offensive machine, the apex predator of Lustria (you know, conventionally) and a signature monster of the lizardmen, the carnosaur is a ferocious beast that specializes in hunting other monsters, skaven weapon teams, and artillery due to their innate anti-large bonuses and armor-piercing capabilities. They&#039;re considerably frailer than stegadons and bastilidons defensively, though they are much swifter and tear through most enemies far more quickly due to their much higher attack. When funds are too tight to take a Saurus Scar-Vet or Old Blood on a carnosaur, a feral version with proper support won&#039;t steer you wrong. Just make sure you keep a leader or hero with Cold-Blooded on standby in case they get a little carried away.&lt;br /&gt;
**&#039;&#039;&#039;Blessed Feral Carnosaur&#039;&#039;&#039; - The blessed carnosaur. Formerly the pinnacle of lizardmen might (the dread saurian says hi), blessed carnosaurs have all the anti-large, armor-piercing wrath of the regular carnosaur supplemented by a much more rounded defensive statline. Additional health and magic resistance makes the blessed carnosaur surprisingly survivable against a myriad of generic threats and allows it to commit to fights that regular carnosaurs would hesitate towards. They are still just as vulnerable as any other carnosaur to getting mobbed or picked apart from regular armor-piercing weapons and absolutely will rampage in a bind, so don&#039;t get reckless with your charges.&lt;br /&gt;
**&#039;&#039;&#039;Geltblöm’s Terror (RoR, DLC 3)&#039;&#039;&#039; - A Feral Carnosaur that never rampages and is blessed with both Vanguard deployment and the Strider ability, enabling it to keep up to speed in any terrain. Vanguard deployment and rampage immunity is a fantastic combination for a Lizardmen monster designed to fight other monsters, but don&#039;t get reckless.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Troglodon (DLC 3)&#039;&#039;&#039; - A Troglodon without a Skink Oracle to keep it in check. Troglodons are in essence a hybrid between an Ancient Salamander and Carnosaur in that they&#039;re able to burp up potent poisonous spit that&#039;s extremely effective against large targets. Troglodons are quite possibly the first real &amp;quot;skirmisher&amp;quot; single entity monster introduced: though they&#039;re quick for ground-bound dinosaurs, they should generally only engage in melee as a last resort or with &#039;&#039;heavy&#039;&#039; support because they are not designed to put up much of a fight. In a direct melee engagement against most other combat monsters, Troglodons tend to lose pretty handily. Their low leadership also tends to cause them to rampage quickly when caught up in a brawl. However, if they focus on kiting and sniping their targets rather than charging them, they can do frankly sickening amounts of damage.&lt;br /&gt;
**&#039;&#039;&#039;The Pale Death (RoR, DLC 3)&#039;&#039;&#039; - A Feral Troglodon that can buff itself and nearby allies in melee whenever it uses it&#039;s Primeval Roar, giving them a rather substantial Melee Attack bonus for a short while. Though a buff of 24 Melee Attack is certainly an eyebrow raiser, it only recharges when the Pale Death is actively engaged in melee combat. For 60 seconds. On a creature that&#039;s prone to rampaging at the drop of a hat, this is a very risky commitment without a Lord/Hero nearby to keep it in check.&lt;br /&gt;
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*&#039;&#039;&#039;Feral Dread Saurian (DLC 2)&#039;&#039;&#039; - The single largest monster in the game, dread saurians are nigh uncontested in raw damage output and are more than capable of killing every other unit in the game in a straight fight. Unfortunately for you, your opponent will be able to field &#039;&#039;far&#039;&#039; more units than your dread saurian will be able to deal with at once and most of said units will likely be picking it off at range. As a massive, lumbering behemoth, dodging even slow moving projectiles is well and truly beyond the dread saurian and it will take tremendous damage on the approach. Even once it arrives in melee, the sheer volume of bodies capable of surrounding it and poking it with anti-armor/anti-large sticks will wear it down quite quickly. Their size also provides another source of jank whenever they get bogged down by hordes; they&#039;ll struggle to properly path their way through the crowds (it doesn&#039;t help that the Dread Saurian also has relatively low mass considering it&#039;s literal size) and their attacks, while lethally brutal, also tend to miss depending on the terrain it&#039;s fighting on. They are also prohibitively expensive and will eat up a significant portion of your funds, meaning the rest of your army will be extremely limited in number. Ensure you have a proper supporting mage (a life slann is essential) if you&#039;re bringing one.&lt;br /&gt;
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*&#039;&#039;&#039;Dread Saurian (DLC 2)&#039;&#039;&#039; - The single largest monster in the game, now wearing a howdah filled to the brim with skinks. A modest price bump from the already exorbitant feral variant will grant the regular dread saurian a higher leadership, ranged attacks and poison. There&#039;s little reason not to go ahead and splurge for these upgrades, feral or not the dread saurian will be the centerpiece of your army which you&#039;ll do everything to keep alive.&lt;br /&gt;
**&#039;&#039;&#039;Shredder of Lustria (RoR, DLC 2)&#039;&#039;&#039; - The single most expensive beast you could ever field, and boy does he do work. In addition to all that a dread saurian can bring to bear, the Shredder of Lustria is stacked with the full complement of veterinary stat buffs and a leadership debuff for all enemies surrounding it, a perk that, when combined with the innate fear and terror dread saurians cause, will make most enemy infantry run the &#039;&#039;fuck&#039;&#039; away very fast. If that weren&#039;t enough, the Shredder of Lustria also encourages all nearby allied troops, buffing their leadership. After all, who wouldn&#039;t be inspired by seeing the apex of lizardmen might devouring any and all who oppose the Great Plan? Speaking of the Great Plan, you&#039;re going to need one: considering how much money you&#039;re sinking into this puppy, you&#039;re going to need to really budget the rest of your army carefully.&lt;br /&gt;
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*&#039;&#039;&#039;Coatl (DLC 3)&#039;&#039;&#039; - Previously a relic of a long lost bit of Lizardmen lore, the Coatl makes a rather striking return as the premier Lizardmen flying monster. The Coatl, though packing two casts of Urannon&#039;s Thunderbolt and one cast of Lesser Chain Lighting as bound spells, is designed more as a source of support for ground-bound allies. Infact, the main draw to the Coatl isn&#039;t its combat capabilities (which are mediocre at best), but for the fact that it grants all allied units under its wings Stalk. Yes, everything from that unit of Red-Crested Skinks to that Dread Saurian doomstack becomes invisible and untargetable until they&#039;re either far too close to do anything about or the Coatl &amp;quot;lands&amp;quot; or dies. As a faction desperately starved of long range missile units, this is a massive boon for protecting your high-value targets on the approach. Once the Coatl has safely delivered it&#039;s charges into battle, it still can serve as an excellent disruptor of backline units, Snipe artillery or single entity monsters with thunderbolt or punish a large blob with lesser chain lighting. Just be careful: even your Terradons move faster than this thing and its size does it no favors when trying to dodge missile fire.&lt;br /&gt;
**&#039;&#039;&#039;Spirit of Tepok (RoR, DLC 3)&#039;&#039;&#039; - A Coatl that has Banishment and Shield of Thorns as bound spells instead. The option to lean more heavily into a support role does suit the Coatl quite well, though this largely depends on what lord choice and focus your army has. If you brought a life slann or a skink priest, a regular Coatl might get you more mileage.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
Lizardmen are a very versatile faction when viewed over the entire campaign, however there will be times when your army composition and thus tactics are limited depending on the progress you&#039;ve made in developing your empire. Your greatest limiting factor will be money; be it in single-player or multiplayer, many mid-high tier units will cost a fortune and you will invariably have a lower unit count compared to other armies. You will need to carefully consider the faction you&#039;re currently facing when forming your armies.&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
So, you want to show the world a Great Plan, and TED talks aren&#039;t getting it done? You might think of the Lizardmen as just another &#039;big monster&#039; faction in multiplayer, but you&#039;re limiting yourself if you think that way. The scalies have a surprising amount of options within their roster. From super wide infantry builds to kite builds built around chameleon skinks, to more mobile cavalry-centric strategies, the Lizardmen can be quite a versatile opponent. The thing you&#039;re pretty much going to universally struggle against however is factions that are heavy on the ranged play. You need to think carefully about your army comp and lord choices, then bring the Great Plan to the four corners of the Earth (or multiplayer lobby, or whatever).&lt;br /&gt;
====Faction Counterplay====&lt;br /&gt;
A list of all the other factions in the game, along side their various strengths, weaknesses and best strategies you have to combat them.&lt;br /&gt;
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*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;: Highly mobile and capable of dishing out impressive damage, the Beastmen are among the fastest armies in the game (only rivaled by the Wood Elves and Slaanesh). This can be difficult to deal with, as the only infantry you possess that can potentially keep up with them are your Skinks. Skinks...generally aren&#039;t a great pick against Beastmen. They&#039;re slower still than a significant portion of the Beastmen roster and will die quite quickly due to their lack of armor and defensive stats. Skink Skirmishers/Chameleon Skinks are a minor exception, as between their poisonous missiles and the Beastmen&#039;s lack of armor, they&#039;ll actually deal respectable damage to them. Otherwise, the stalwart Saurus (Spears) will be your best frontline unit; solid charge defenses, shields and anti-large bonuses will stop any rush in its tracks and the Beastmen&#039;s complete lack of armor means that they&#039;ll take the full brunt of their attacks. Your monsters USED to be fantastic here, but with the addition of the anti-large regenerating Ghorgon, they are a much more risky proposition. Seriously, this thing will beat the pants off of pretty much any monster you bring to the table, and its surprising mobility means that your slow-moving infantry will have a hard time tarpitting it. Shredder of Lustria builds and monster mash builds which used to be hilariously effective against the Beastie Boys are now quite dangerous to bring. Without being able to overly rely on your monsters, it&#039;s going to be up to your characters and magic to be the game-changer.&lt;br /&gt;
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*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: The end-all, be-all cavalry faction, Bretonia has access to some of the strongest mounted soldiers in the game. Their peasantry, though feeble, isn&#039;t to be underestimated in sufficient numbers and can still do notable damage through their archers and pikemen. That said, your Skink Cohorts can easily best any peasants they (effortlessly) pin down and a unit or two of Kroxigors will &#039;&#039;evicerate&#039;&#039; any foot soldier unfortunate enough to meet them in combat. Bretonnians will also struggle to hold their lines together from the sheer amount of fear/terror your monsters can cause. However, their cavalry (particularly Grail Knights) won&#039;t falter from fear alone and are renowned for their devastating charges. Brace units of Temple Guard (or Saurus Spears, if you&#039;re cheap) to mitigate their damage and box them in before they have a chance to pull back. A light slann with the Net of Amyntok can shut down Bretonian cavalry &#039;&#039;hard&#039;&#039; and should heavily be considered as your lord for this matchup.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: The general battle plan here can best be summarized with &amp;quot;Grab a bunch of ranged and 2 Solar Engines and defend them at all costs because otherwise you have no way to deal with Dark Rider Crossbow and Scourgerunner spam.&amp;quot; Seriously, those damn Anti Large missile chariots were pretty much designed to fight you. A pure melee monster rush isn&#039;t going to work otherwise you will just get kited into oblivion. Have the solar engines shoot them from afar a see if you can get you Chameleon skins to slow them down so your Cold One riders can catch up to them. Your dino cav is better than their dino cav, take advantage of that. Mazdamundi is also great for nets to lock down cavalry and get them ready for a pounding. If you can get rid of all that mobile ranged, the infantry fight should fall in your favor in no time.&lt;br /&gt;
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*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: Dwarfs tend to form nigh impenetrable walls of armorclad infantry and are one of the few factions capable of holding the line better than you. AP weaponry is a must, so mixing Red-Crested Skinks among your Saurus can help chew through thicker formations. Kroxigors, particularly Sacred Kroxigors, will be your best infantry can openers in this fight. Despite their innate spell resistance, your offensive magics can still work wonders against most dwarfen infantry, so a heavens skink priest or fire slann wouldn&#039;t be amiss in your army here. Beware of their Giant Slayers; though fragile, they will deal terrible damage to any armored cavalry or monsters they can get their grubby dawi mitts on. Skink Skirmishers/Chameleon Skinks can easily outpace Slayer units and whittle them down with their poisoned missiles, though they&#039;ll do absolutely nothing against any of the armored infantry. Terradon riders are virtually untouchable to their ground bound forces with a special shout-out for the Fireleech Bolas variant, but you&#039;ll absolutely need to take down any Gyrocopters contesting the skies if you want to get your money&#039;s worth. Lastly, you&#039;ll want to destroy any artillery they bring before turning your attention to the rest of their forces; Ripperdactyls can easily flank and shred such devices, though you&#039;ll need to draw away any screening units if you want them to survive the aftermath. Lastly, this is one of the few matchups where Razordons are a more attractive mid-ranged option than your Salamanders.&lt;br /&gt;
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*&#039;&#039;&#039;Empire&#039;&#039;&#039;: Karl Franz brings a relatively balanced roster to the table, with plenty of long ranged anti-armor firepower and cavalry that&#039;ll run circles around yours. With the sheer volume of AP [[Gunpowder (Warhammer Fantasy)|gunpowder]] units and artillery, this is a faction you&#039;ll generally want to leave the Saurus at home for. Skink Cohorts with shields are for once a rather reliable pick for your frontline, with Red-Crested Skinks and/or Kroxigors diving in once you&#039;ve tied down the missile units that otherwise threaten them. Additionally, your Terradon Riders can actually be quite effective in this matchup, particularly in shutting down Grenade Launcher Outriders. A Skink Priest of Heavens with Urannon&#039;s Thunderbolt and/or Comet of Cassandora is a rather cost-efficient answer to units such as the Steam Tank and Artillery Platforms, though regular Stegadons can punch holes through them if you can keep them safe. A Slann Priest with Light Magic and the Net of Amyntok coupled with a squad or two of Salamander Hunting Packs makes for an excellent cavalry deleting squad, but you&#039;ll absolutely need to shield them with your own cavalry or at the very least some shielded Saurus Spears.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;: Go fast and hard into cathay&#039;s lines. Cathay brings a good amount of options against single-entity units with accurate Grand Cannons and Iron Hail Gunners amongst others. The largest you should go is an Ark of Sotek or two to mass-poison damage Cathay&#039;s entire packed formation. Go full offensive with Saurus and try to briefly contest the skies to disrupt the artillery and missiles on the charge. In general it&#039;s a poor matchup as while the other &#039;monster race&#039; in the Ogres is great against Cathay it&#039;s simply a matter of price. Ogres can beat Cathay with a lot cheaper units than you can bring with Kroxigors filling the same role as Ogre bulls but 2.5 times the price. Unless your units get major discounts in multiplayer for Immortal Empires it&#039;s not a good time&lt;br /&gt;
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*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;: Hordes of expendable Goblins and Ork Boyz make up the rank and file of the Greenskins. Despite having a particular focus towards mobbing you in melee combat, the Greenskins have a fairly diverse roster capable of performing decently well at ranged combat or skirmishing with their relatively diverse cavalry options. As the coup-de-grace, Greenskins also have access to several monstrous units between their selection of Trolls and Arachnarok Spiders that can mulch their weight in infantry. However, there are two major weaknesses to the Greenskin roster: they typically have &#039;&#039;terrible&#039;&#039; leadership (especially their expendable Goblin and Troll units) and a majority of their roster is unarmored. Saurus units will typically stand firm on the front lines while your Skink Skirmishers will actually do some solid work while easily outpacing the sluggish Ork Boyz, but you will &#039;&#039;need&#039;&#039; to watch out for their Cavalry. Fireleech Bolas Terradons and Salamanders will have a field day against their infantry as well, especially against the fire-weak troll units who will crumble rapidly in the face of their flammability and terrible leadership. On the note of leadership; your pantheon of Jurassic beasties will have the time of their lives against the Greenskins. Their lack of charge defense, anti-large, and low leadership means that a Carnosaur or two will bowl through their ranks largely uncontested. However, keep an eye out for Black Orcs; they&#039;re one of the few armored infantry units in the Ork roster, are armor piercing and are immune to Fear/Terror. Red-Crested Skinks are a decent budget option to deal with them, though you may prefer to kite them with Razordon Hunting Packs instead.&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Lizardmen will have some trouble countering High Elf flying monsters, particularly Phoenixes. Your ranged units aren&#039;t going to get the chance to take them down in the air, so you have to rely on catching them when they drop down to attack and that can be tricky if you&#039;re running an all-dino army. At the same time, if you&#039;re using Saurus then you will take some heavy losses from archers and cavalry if you commit them all to tarpitting the Phoenix. Chameleon Skinks are an excellent pick against archer heavy builds; their lose formation coupled with their innate missile resistance will make them extremely hard to take down at range while their chameleon skin will let them dip in and out of combat with relative ease. Sisters of Averlorn are a priority target if present on the field; a Skink Priest of Beasts may be considered if only to summon Manticores to tie them down. Additionally, the Legion of Chaqua should strongly be considered as a core part of your frontline; the ability to grant multiple units around it a 44% missile resistance is too valuable to ignore.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039;: Don&#039;t bring Skinks to this matchup. Barring Chameleon Skinks, Skink Skirmishers if you want to be cheap, all of your Skink Infantry will do little more than feed their skulls to Khorne&#039;s throne before they get an opportunity to do anything meaningful. A pricy Saurus front line is definitely worth it here, potentially supported by Kroxigors. For once the &#039;Engine of the Gods&#039; Stegadon&#039;s death-beam will actually be useful as the Stegadon itself can knock about units and the death-beam being magic and AP will counter any infantry Khorne can bring. Bring Saurus, bring magic and your anti-large Carnosaur. A very good matchup in your favor.&lt;br /&gt;
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*&#039;&#039;&#039;Kislev&#039;&#039;&#039;: Kislev is a relatively fearless foe for you, a nice change of pace for mere mortal men. Their higher tier infantry is generally able to out-trade yours, Tzar Guard (especially the Great Weapon variety) can and will gradually carve their way through regular Saurus lines while Streltsi and Ice Guard will prove quite competent at dealing with your forces at range. Fortunately, your sheer versatility means you aren&#039;t wanting for options. Even if they&#039;re a bit slower, your Cavalry will generally outclass Kislev&#039;s, barring any War Bear Riders they may have brought. Even regular Cold One Riders will make a fantastic hammer to the anvil that is your Saurus and even a losing matchup against their stronger Tzar Guard will quickly turn in your favor with a rear charge or two. Of course, aside their War Bear Riders, Kislev&#039;s monsters can&#039;t hold a candle to yours. Once you shut down some of the ranged AP Missiles, your dinos can wreak terrible havoc upon the enemy lines. Razordons are particularly effective right now, though Salamanders can be used to efficiently deal with the more monstrous enemy units. Terradons are almost always a never-pick however as since in essence every single Kislev unit has a ranged attack that is more than capable of dealing with them Terradons are free kills for even Kossars.&lt;br /&gt;
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*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: This...should be a no brainer in concept, though countering opposing Lizardmen can be somewhat difficult to execute. Anti-large units in some shape or form are an inarguable must; Cold One Spear-Riders accompanied by Saurus Spears can surround and pin down enemy monsters in a relatively cost-effective manner. Red Crested Skinks are an ideal infantry choice due to their poison and armor piercing bonus coming into play against a majority of the Lizardmen roster. Salamander Hunting Packs and Ancient Salamanders are fantastic all-rounders that can deal terrifying damage across the entire board. Your main objective should be to focus down any Slann Mage-Priest or Skink Priests present on the field, followed by any other lord/hero keeping potential rampages in check. If there is an opposing Slann, avoid clumping up your infantry to reduce the threat of a Banishment and/or any other vortex spell devastating your frontlines. Regular Stegadons are fantastic monster snipers who should focus fire on major threats like Carnosaurs or Dread Saurians before anything else.&lt;br /&gt;
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*&#039;&#039;&#039;Norsca&#039;&#039;&#039;: These guys are pretty much Warriors of Chaos with a little bit of [[Space Wolf|wolf]] thrown in. Like the Warriors of Chaos, they have a relative lack of missile units but unlike the Warriors of Chaos, are considerably less armored as a whole. However, they more than make up for it with their mobility and plentiful sources of anti-large, which can be seriously dangerous for one of your central strategies. Saurus Warriors as such are substantially better at holding off the bulk of their front lines while Temple Guard are a fantastic answer to their Skin Wolves and Trolls. You need to be on top of your positioning however, as Skin Wolves and Ice Wolves can run circles around your plodding infantry. Skink Skirmishers are also fantastic for dealing chip damage and applying poison while staying well out of arm&#039;s reach for a majority of their forces. (Ancient) Salamanders are also a superb choice, as are Fireleech Bolas Terradons as general damage dealers. Stegadons and Carnosaurs will likely be your go-to monsters, as a pair of Carnosaurs can typically take down a War Mammoth, at least in theory. Caution should be exercised against War Mammoths in particular, as they are one of the best monster units in the game. Considering the fact that half your list is made of monsters, that&#039;s saying something. No Norscan worth his salt will allow you to freely target down the crown jewel of his army, so make sure you commit well and truly to the fight.&lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;: Nurgle has no anti-large, bad armour piercing, relies on outlasting his enemies, has almost no ranged firepower worth mentioning, has incredibly poor armour, is ridiculously slow, hates fire damage, and is mediocre in the air-game. Basically, everything Nurgle hates is something you have plenty of while Nurgle has precisely zero counters to your playstyle. You almost can&#039;t lose this match-up it&#039;s so one-sided.&lt;br /&gt;
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*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;: This is a fairly balanced matchup depending on what you bring. Saurus Spears are the obvious pick here and try to avoid Skink units entirely unless you want to give the Gorgers free food. Carnosaurs with their anti-large are an obvious pick here and going for a Stegadon with or without a hero on the back is great for counterplay against Leadbelchers. The scariest thing Ogres can bring are Rhinoxes or their artillery. Essentially settle in for a large-on-large slugfest.&lt;br /&gt;
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*&#039;&#039;&#039;Skaven&#039;&#039;&#039;: An iconic matchup, the Skaven are everything the Lizardmen aren&#039;t. Massive hordes of cheap, cowardly cannon fodder will fill the ranks of many Skaven lists purely to get in the way of your Jurassic might and their rickety engines of war. Aside delaying the inevitable through piles of bodies, the ratmen have precious little in the way of durable front line units and will typically fall apart when thrown in the grinder. Rather, Skaven will rely on their wide array of artillery and arcane firearms to rain warpfire upon the hapless masses (friend and foe alike). Ratling Gunners are notorious for their ability to rapidly shred infantry, cavalry and monsters alike while their jezzails excel at picking apart single entity monsters, lords and heroes from halfway across the battlefield. Any frontline infantry you have you&#039;ll want shielded. In general, Skaven are modestly quick on their feet, so you&#039;ll want a selection of cavalry or skinks to catch up to and tie down their missile infantry. Chameleon Skinks are generally a strong pick against skaven due to their missile resistance and for once can do respectable damage due to the relative lack of armor in the Skaven roster. Skink Cohorts will typically win in a straight fight against Skaven Slaves or Clanrats, though against anything more elite you&#039;ll want Saurus or Kroxigors to deal with them. Your monsters will also have virtually free reign should they manage to make it into melee, though you&#039;ll want to ensure any artillery or missile infantry are well and truly tied down before you let them loose.&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;: Much like the Dark Elves, this matchup falls considerably in their favor. Speedy infantry, cavalry and chariots &#039;&#039;all&#039;&#039; packing AP damage makes a front line of Saurus undesirable. However, unlike the Dark Elves, Slaanesh [[/d/|comes]] up short in the ranged game; your Chameleon Skinks, Skink Skirmishers and even both Terradon Riders will prove quite valuable at whittling away Slaaneshi daemons, though exquisite care will be needed for your Skink infantry; even with poison debuffs, Slaaneshi units are &#039;&#039;damn&#039;&#039; fast and will still be able to chase down and tie up your Skinks without screening support. Other options include your trademark dinosaurs; despite packing AP damage, Slaanesh is not generally kitted with a diverse Anti-Large roster and may struggle trying to hold back your high-mass monsters from tearing through their ranks. When it comes to your Terradons, take a care. Slaanesh will usually pack some Furies to help defend the skies and though Furies won&#039;t win against any of your other monsters, your Terradons aren&#039;t most other monsters.&lt;br /&gt;
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*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;: There&#039;s not a lot a basic skeleton army can do to the Lizardmen. Unit for unit, Saurus are just better and Skinks will be more maneuverable. An all-dino army can destroy Ushabti and higher-tier units with ease, provided you&#039;ve picked the right dinos (Stegadons). However, this is not a reason to be complacent - the Tomb Kings roster has some very deadly Anti-Large AP units on their roster that will make very short work of your dinos. Of particular note are the Ushabti Greatbows and Necrosphinx; the former are dedicated monster snipers and the latter is absolute murder against other single-entity monsters. Try to mob these units with your infantry or try to make them irrelevant with magic, because the high innate armor and mass these units naturally have will mean they can and will be able to move around the battlefield with impunity.&lt;br /&gt;
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*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;: The key against Tzeentch is to get into melee quick and hold their units in place; Tzeentch daemons, even with their Protoss-like shields, aren&#039;t built for combat and will either try to do all their work at range (something you &#039;&#039;desperately&#039;&#039; will not want to combat them at) or by cycle charging before you get a chance to crack their shields. This is one of the rare matchups your Cold One Riders can actually excel at; they&#039;re rather decent in combat and can engage the enemy far sooner than your standard Saurus or Skinks can (and will likely/hopefully suffer less casualties for it). Additionally, Chameleon Stalkers can safely sneak up to vulnerable flanks; open up with a rather explosive burst of their own and start chewing through Horrors before they get much opportunity to return fire. Try not to contest the skies if you can, though Ripperdactyls will likely best most of the units they&#039;d be fighting in the skies... they&#039;ll be outnumbered substantially &#039;&#039;and&#039;&#039; move much more slowly. They&#039;ll be lit up far before they can ever catch up to anything.&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;: In terms of punching through these undeads&#039; lines they&#039;re even easier than their Vampire Counts brothers with very little in the way of durable infantry to hold back your Saurus killing machines. Where you will have to watch out is their ranged units - they have one of the cheapest gunlines in the game and it&#039;s even harder to break open their protectors because they&#039;re all undead and can&#039;t run. Their monsters will tarpit your dinos but rarely kill them, but without proper maneuvering you will be munching on polearm zombies all day while their undead musketeers and cannons fuck you up. Abuse magic hard and don&#039;t let them bog down your dinos, keep them constantly rolling through the zombies until you can trample over their gunners. Be very wary about Necrofex Colossi, not only can they kite your dinos but they can also put substantial hurt on them if not checked quickly.&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: If there&#039;s any faction in the game more stunted in the range-game, it&#039;s the Vampire Counts. Hordes upon hordes of meat-shields often form the rank and file of many undead lists while the lords and heroes do all the heavy lifting. You&#039;ll want to avoid clumping your units up or getting bogged down by the fodder, as a single Winds of Death can delete your entire frontline if you allow it. Kroxigors will make short work of any infantry the Vampire Counts send your way and Sacred Kroxigors in particular are extremely valuable against the ethereal units that might otherwise threaten your physical forces. Additionally, Skink Skirmishers will prove a frustrating thorn in your opponents side as they kite any non-cav across the field and back. Typically you&#039;ll want to focus on bringing down any characters the Vampire Counts field, as they quite literally hold the army together. Without their leadership and magic support, many of the undead will quickly crumble against the might of your superior soldiers. Fire damage is particularly useful in this regard, so Salamander Hunting Packs, Ancient Salamanders, Solar Engines and Fire Slann can quickly incinerate many of these lords and heroes (in the case of the Slann, they are also fantastic at dealing with ethereal heroes).&lt;br /&gt;
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*&#039;&#039;&#039;Daemons of Chaos&#039;&#039;&#039;: Expect to see a roster comprising mostly of Slaanesh and Tzeentch daemons. If this is the case, you&#039;re in for a rough one. If your opponent decided to focus on Khorne or Nurgle forces... well, hopefully you enjoy the borderline free win. Regardless, this can be a tricky matchup to properly plan for, so just try to take a balanced list. With a slight focus against Tzeentch/Slaanesh, of course.&lt;br /&gt;
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*&#039;&#039;&#039;Warriors of Chaos&#039;&#039;&#039;: Another faction almost devoid of ranged options, the Warriors of Chaos is almost dedicated to advancing a wall of steel and meat from one end of the map to the other. Many of their units are armored and/or shielded and as such, armor-piercing units will be your friend against them. Take a few units of Saurus (Spears) to hold their units in place while you have some Red-Crested Skinks chip away at them. Spears are strongly suggested due to the relative abundance of large/monstrous units within their roster; they might not win against them, but your spears will go down fighting much harder than your regular warriors would. Take a unit or two of Ripperdactyls to shut down any Hellcannons they might&#039;ve brought to the table. Take no half-measures with them either; they&#039;re unbreakable so you &#039;&#039;will&#039;&#039; need to completely wipe them out if you don&#039;t want to be bombarded the entire match. Otherwise, some (Sacred) Kroxigors, Razordons and Stegadons are fantastic damage dealers and a Skink Priest of Heavens or a Fire Slann can delete large chunks of their infantry at a time with proper placement and timing.&lt;br /&gt;
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*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;: Wood Elves are a flighty foe and one of the hardest for your army to actually pin down. Their relatively cheap access to long-ranged anti-armor missile infantry will pose a massive pain in the ass and their basic frontline infantry, the Eternal Guard, can hold their own surprisingly well against your monsters, courtesy of their spears. In a rare twist, a front line of Skink Cohorts will prove more effective than your Saurus against Wood Elves; they&#039;re quicker still than many elven infantry options and can further hinder their combat effectiveness thanks to their poison. Chameleon Skinks will prove invaluable at harassing enemy archers and can kite a majority of their infantry with relative ease. Now when it comes to dealing with their tree units, I have one word for you. Fire. (Ancient) Salamanders can deal with Dryads, Tree Kin and Treemen with laughable ease and will prove just as effective at dealing with the rest of the Wood Elf roster, though you&#039;ll absolutely want a contingent or two of Saurus Spears to screen against Wild Riders. Wood Elves are also a rare instance of being a faction with &#039;&#039;less&#039;&#039; artillery than you (hint, they have none). Solar Engine bastilidons can heavily discourage their archers from setting up and will do bonus damage to any tree units they shoot. Lastly, many Wood Elf units are capable of vanguard deployment; keep an eye on your surroundings once the battle starts to ensure you aren&#039;t caught unawares.&lt;br /&gt;
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===Domination===&lt;br /&gt;
General Tier Rank: &#039;&#039;&#039;S/S-&#039;&#039;&#039;&lt;br /&gt;
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Though you aren&#039;t the undisputed king of Domination, Lizardmen are absolutely positioned as one of the top factions for this game mode currently. A very flexible faction with many options, you have excellent early game presence in the form of skinks. Your quick-footed infantry chaff will easily contest objectives due to their higher capture weight compared to the expendable chaff infantry other factions might field and will have a much easier time getting to them shortly after the game begins. Particularly any of the skirmishing variety that you vanguard deployed. Speaking of, Chameleon Stalkers/Skinks are still excellent skirmishers and harassers who can dive in and disrupt outlying forces, making objective contesting a painful nuisance for ill-equipped foes. When it comes to holding the line, your Saurus infantry is as durable as ever. When supported by regular Skinks, it will take a concentrated effort if not a full hard counter in order to shift your forces off of an objective. This is made even more challenging due to your rather plentiful healing options; Life Slann, Skink Oracles and even Revivification Bastilidons are fantastic for keeping your forces in the fight. Even more so if further supported by any Slann&#039;s Ward save nope-bubble that they can plant down on any objective to thoroughly lock it down. This isn&#039;t even really getting into your single entity beat-sticks; Kroq-Gar can prove the equal of lords such as Be&#039;lakor with the right support and Lord Kroak can still Deliverance of Itza hard enough to evaporate enemy blobs with frightening ease.&lt;br /&gt;
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At the end of the day, your sheer versatility affords you &#039;&#039;far&#039;&#039; more flexibility in dealing with the highly varied factions you&#039;ll be facing while still being able to focus on defending objectives. Yes, there are still some factions you&#039;ll generally struggle to deal with, but you will at least have a couple tools to handle them while you hold your ground. This is something some of the other factions (like the Dwarfs or Vampire Coast) cannot quite claim.&lt;br /&gt;
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A particular note, if you&#039;re going up against one of the other top-tier factions in this game mode, such as Nurgle or Vampire Counts, bring fire. A Salamander Hunting Pack or two, a Fire Slann and &#039;&#039;maybe&#039;&#039; a Fireleech Bolas Terradon Rider can more efficiently stymie those factions regenerative strengths while further exploiting their innate flammability. A Burning Head or Firestorm will incinerate most of their blobs while dealing moderately little to your armored Saurus lines while Salamanders will also prove quite potent against the larger monsters/chariots supporting them.&lt;br /&gt;
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===Campaign Strategies===&lt;br /&gt;
In the campaign, be it the Vortex or Mortal Empires, the biggest concern Lizardmen have is obtaining a consistent source of income; Skinks will only carry you so far in the early game and sacking settlements will only provide a quick short-term boost to your treasury. Your economy generally lacks bonuses, especially compared to other Warhammer 2 factions, though you won&#039;t be as constrained as, say, Wood Elves or Beastmen, and expanding the Geomantic Web and getting upkeep reduction skills will go a long, long way. As such, if you aren&#039;t playing as Hexoatl, it is imperative to get the city as soon as possible for its landmark, which reduces upkeep on the Lizardmen&#039;s most powerful units. Most other landmark buildings add some bonus to several unit chains, such as additional damage for Skinks or more defense for Saurus Warriors.&lt;br /&gt;
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Lizardmen research is locked behind building completion; many important technologies cannot be accessed until a specific, often mediocre in mid-early game, building is built in one of your settlements. Generally speaking, it is better to unlock research to start improving your weaker units rather than focus on your economy in the early- to mid-game. You simply won&#039;t be generating much revenue from economy buildings until the Geomantic Web is expanded and upkeep is reduced. However, that also means you need to be smart about what buildings to construct in your limited settlements; depending on how much money you have coming in through battles and sacking, it may be worth it to construct something just to unlock research and then destroy it to make room for something you genuinely need.&lt;br /&gt;
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Despite Skinks being largely cannon fodder after turn 75, the Skink Spawning Pool building should be built in every minor settlement so that you can hire as many Skink Chief heroes as possible. Not only are they the faction assassins, which help Lizardmen remove otherwise troublesome heroes that would be difficult to snipe on the battlefield, they can all get Stegadon or Ancient Stegadon mounts. These are functionally equivalent to the generic version but come with extended range and bonuses to damage. It is possible to have two full armies of just Skink Chiefs by the Chaos invasion, if you so wish, and it is even more OP than the standard dinostack. Skink Priests also have access to these mounts, but increasing their recruiting slots is much more difficult.&lt;br /&gt;
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Once you start becoming established and have a few provinces under your belt, it is imperative to begin constructing Star Chambers in every province you can afford to do so. Each Star Chamber boosts the starting rank of all newly recruited Slann Mage-Priests by 3 levels and all new heroes by 2. Yes, this stacks all the way up so that you can recruit max level Slann every 10 turns. Each Star Chamber also offers a small but lucrative bonus to all income for the whole Province, which helps to address your stone-age economy and extends enemy sieges by an extra 3 turns, potentially granting you just enough time to save the city should it fall under attack.&lt;br /&gt;
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===Mortal Empires/Vortex===&lt;br /&gt;
With the advent of Immortal Empires in the third game, this will admittedly feel like a lackluster experience compared to it. Having said that, if you feel like sticking to the &amp;quot;OG&amp;quot; experience or don&#039;t quite want to pick up game III yet, here are some tips and tricks. In general, if you&#039;re starting as one of the factions starting on your home turf of Lustria, you&#039;re going to feel quite cramped.&lt;br /&gt;
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====Mazdamundi====&lt;br /&gt;
*&#039;&#039;&#039;City of the Sun&#039;&#039;&#039; - Big boss Mazdamundi starts with a couple nice things going for him; As the proud owner of Hexoatl, late game Dino-Doomstacks can become particularly affordable. Additionally, he can expand south relatively freely due to a province&#039;s worth of abandoned settlements ripe for the plundering/taking. Not everything is as bright as his city&#039;s namesake suggests; A permanent -10 diplomatic penalty to all Non-Lizardmen factions can make diplomacy somewhat problematic. This is exacerbated by the fact that Mazda starts directly south of the Dark Elves and has a cluster of aggressive Vampire Coast and lizard-hating Empire colonists barring his access to the rest of Lustria. After you secure your initial holdings, you should weigh your options carefully then commit to eradicating one threat at a time if you can help it. Wiping out Morathi&#039;s Dark Elves is the more challenging prospect; their abundance of Armor Piercing weaponry (melee and ranged) can make early game excursions north particularly brutal. This is made worse by the climate incompatibilities, where growth and replenishment are dramatically hindered. On the other hand, Morathi&#039;s capital city does provide some rather significant bonuses to your research, income and public order (reduction of penalties from corruption). Should you choose to go south, you&#039;ll have a much easier time and will be able to meet up with several other Lizardmen factions you can trade/confederate with.&lt;br /&gt;
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====Kroq-Gar====&lt;br /&gt;
*&#039;&#039;&#039;The Last Defender&#039;&#039;&#039; - Starting in the ass-crack of the southeast, Kroq-Gar has a bit of a rough start. His only legendary lord neighbor, Tiktaq&#039;to, is still a veritable hike through Vampire/Tomb King infested deserts and Skaven/Ork-filled mountains. You do have two other generic Lizardmen factions nearby, but they often get wiped out within the first 20 turns by either Vampires, Tomb Kings or Malus Darkblade, if you don&#039;t do the job for them. To get to the rest of your Lizard brethren (who actually matter), you&#039;re going to have to carve a path of bloody carnage across the literal length of the map. There are a couple of ways to go about it, however. If you focus your efforts, you can shove off the coast above your capital city and take the Dragon Isles province directly to the north. If you head north quickly, you can snag a veritable batch of handy Legendary Lord traits that&#039;ll turn Kroq-Gar into a particularly potent duelist and secure a number of relatively isolated, defendable provinces before you press westward. If you&#039;d rather focus on pressing west initially... prepare for the long haul. You&#039;ll want to keep a banner army stationed either in Charnel Valley (where Clan Mors starts) or in Devil&#039;s Backbone (where the Court of Lybaras starts) to help defend against Ork or potential Dark Elf incursions.&lt;br /&gt;
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====Tehenhauin====&lt;br /&gt;
*&#039;&#039;&#039;Lllllet&#039;s get ready to RUMBLE!&#039;&#039;&#039; - Brace yourself, you&#039;re deep in the Lustria-Bowl. Tehenhauin has the roughest start of all your lords, even including Horde-faction Nakai; though he has one potential ally to his immediate south, he has Vampire Coast, Dark Elves, Skaven and expansionist Empire folk surrounding him on all sides. Worse, you&#039;re effectively stuck with Skinks for infantry until you can make progress on your Skaven genocide quest. To this end, you&#039;re going to want to either focus on pumping out a flood of Skinks or focus on building your Beast Lairs to try to pump out some monstrous units to compensate for your lack of early-game muscle. Taking out the Vampire Coast first is strongly recommended, as not only do they spread vampiric corruption, but all of their settlements will provide you with valuable ports. From there, you can put the screws to the Dark Elves and Skaven to the south and claim some valuable land and sacrifices for Sotek.&lt;br /&gt;
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====Tiktaq&#039;to====&lt;br /&gt;
* Perhaps the most... bland campaign, Tiktaq&#039;to just kind of exists in the middle of the Southlands, caught between some Tomb Kings, a random Empire faction and a fair few crusading Bretonnians. If you want, you can focus on allying with the Tomb Kings initially. They can provide a reasonable source of Trade income and provide a buffer against the burgeoning Greenskin-tide while you clean up the Bretonnians and Empire. Additionally, if you focus on sweeping east, you can get a solid point of entry into Lustria.&lt;br /&gt;
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====Gor-Rok==== &lt;br /&gt;
*&#039;&#039;&#039;The world is your Itza&#039;&#039;&#039; - Despite being solidly in the Lustria-Bowl and being a Saurus-dedicated, exclusive footlord, Gor-Rok is basically guaranteed supremacy due to beginning the game with Lord Kroak &#039;&#039;and&#039;&#039; starting with Itza as his capitol. Tehenhauin will often end up confederating with you pretty early and without much fuss due to the various Lustria-Bowl contenders beating the piss out of him. You&#039;ll likely want to focus your initial expansion down south to clear out the Skaven and secure the various resources found on the southeast coastline before pushing north to clear out the Vampires. Once you control the majority of Lustria, you effectively have free reign to set your sights anywhere you feel like conquering.&lt;br /&gt;
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====Nakai====&lt;br /&gt;
* Formerly the most wayward of the Children of the Old Ones, Nakai&#039;s start in Albion effectively tries to throw you against the forces of Norsca for a majority of your early-mid game. After some research, he&#039;s admittedly geared for it; natural Snow and Chaos Attrition immunity courtesy of your unique tech tree grants Nakai a lot more flexibility for engaging the northern Chaos factions and despite not controlling any of the settlements he captures, the Defenders of the Great Plan generate a &#039;&#039;ton&#039;&#039; of Untainted corruption. Though this won&#039;t really benefit you personally much, your allies (or fellow players on Co-Op campaigns) will find traversing the north considerably less threatening. Having said that, due to being a Horde faction, you&#039;re perfectly free to just abandon Albion entirely and find new stomping grounds to start your Campaign in.&lt;br /&gt;
In Immortal Empires he&#039;s even more lost, starting in fucking Cathay. But he does get a proper Stegadon as a starting unit so that&#039;s a big bonus&lt;br /&gt;
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====Oxyotl====&lt;br /&gt;
*&#039;&#039;&#039;Deep in enemy territory&#039;&#039;&#039; - Aside Nakai and &#039;&#039;potentially&#039;&#039; Tehenhauin, Oxyotl has the most unique (and arguably best) Campaign. His initial start is a bit rough, being awkwardly sandwiched in the far north between the rapidly confederating Dark Elves to the west and the pugnacious Norscans to the east. Though his universal climate habitability is a (necessary) godsend, he&#039;ll find it somewhat difficult to defend and expand his home territory. If you can, try to focus down the Dark Elves once you secure your home province. Oxyotl&#039;s particular playstyle actually counters Dark Elves to a degree and if you can nip Malekith in the bud before he confederates the rest of his misbegotten kind, you can spare yourself a late-game headache and get a hell of an infrastructure set up with all the unique building chains found in Naggarond. Just make sure you keep a couple standing armies in the region for the Chaos Invasion.&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t neglect your missions&#039;&#039;&#039; - This is because, unless you want to get constant debuffs, buff random enemy armies into the stratosphere or cause the Chaos Invasion to happen way ahead of schedule, Oxyotl&#039;s army is going to be consistently busy warping around the map doing missions rather than naturally expanding your home territory. He can warp back to the capitol and any one Silent Sanctum of your choosing freely (which you can establish in any settlement you&#039;ve laid eyes upon at least once), but only once per turn and he does not regain any of the movement/actions spent prior to the warp. However, many of the missions Oxyotl needs to undertake often involves him razing or capturing enemy settlements, so you&#039;ll often find yourself with various holdouts sprinkled across the map. Just make sure that you get a banner army or two to defend your capitol if you can help it; things get &#039;&#039;extremely&#039;&#039; messy once the Chaos Invasion starts.&lt;br /&gt;
*&#039;&#039;&#039;Your Silent Sanctums&#039;&#039;&#039; - Your other unique mechanic is a game-changer for the Lizardmen. Functionally, they&#039;re similar to Skaven Undercities; you can construct unique buildings to benefit any of your forces within the Region it was established, as well as any other regions neighboring it. This can include granting your forces permanent vision on everything within those regions, a flat 20% upkeep reduction for all of your forces within the area or even a random chance to deal damage to enemy forces happening by. Whenever you amass 8 gems, you can construct a Silent Sanctum in any settlement any of your characters have personally seen. One key function truly unique to Oxyotl is that you can actually construct a building that allows Oxyotl&#039;s army to teleport there at will. You can literally teleport a full Stegadon doomstack right next to an enemy faction&#039;s capitol city if you so desire. Suffice to say, Silent Sanctums are extremely useful and worth investing in.&lt;br /&gt;
*&#039;&#039;&#039;Take Albion!&#039;&#039;&#039; - If you can afford the excursion, send Oxyotl or a generic banner army south to Albion and claim it. Several unique buildings in Konquata provide rather substantial financial boons and, especially when coupled with a specially kitted out Silent Sanctum, can serve as a rapid recruitment center for your efforts in the Old World. You&#039;re the only Lizardmen faction within a reasonable distance who can actually make use of these unique buildings and an early capture can prove to be a rather profitable investment for your economy.&lt;br /&gt;
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===Immortal Empires===&lt;br /&gt;
It&#039;s here, the biggest Total War map to date, spanning effectively the entire Old World and then some (only a few less than fleshed out regions such as Nippon are excluded). The Lustriabowl has for the most part calmed down, a majority of the non-lizardmen factions have set sail for greener pastures and with the inclusion of the entire southern half of the continent, what factions that remain now have some breathing room. Having said that, this season, it&#039;s time for the Southlands Thunderdome to kick off! While Gor-Rok and Tehenhauin can breathe a sigh of relief, Kroq-Gar and Tiktaq&#039;to are now sandwiched in with factions from damn near every walk of (un)life; Vampire Counts, Tomb Kings, Daemons of Khorne and Tzeentch, Dwarfs, Orks, Skaven, High Elves, Empire, Bretonnians, the list goes ON.&lt;br /&gt;
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If you&#039;re playing as Gor-Rok, Tehenhauin or even Mazdamundi, don&#039;t get too comfortable in Lustria however. Dark Elves in the form of Rakarth have set up shop on the western coast of Lustria, Clan Pestilens has borderline free reign of the south-eastern coastline, Markus Wulfhart continues his colonial ways in northern Lustria alongside his new-found Bretonnian buddy Alberic. The Vampire Coast is, in fact, still infested with the Vampire Coast and a few rogue factions of daemons muck about in central Lustria. Though it won&#039;t be &#039;&#039;quite&#039;&#039; as chaotic as before, given the extra breathing room, you&#039;ll still need to remain vigilant if you want to kick all the warm-bloods out of your homeland.&lt;br /&gt;
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One notable change is the Rite of Awakening; it no longer costs any gold to use, so once you unlock it, there&#039;s &#039;&#039;no&#039;&#039; reason to not immediately use it to spawn in a Slann for your recruitment pool. Enact that shit every single time it pops off cooldown.&lt;br /&gt;
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====Kroq-Gar====&lt;br /&gt;
*&#039;&#039;&#039;Scar-Veteran Doomstack Simulator&#039;&#039;&#039;: Kroq-Gar probably got the biggest buff/change transitioning from Mortal Empires to Immortal Empires among the Lizardmen. The first notable perk is that his faction has been &#039;&#039;heavily&#039;&#039; re-tooled to focus on Saurus; specifically Oldbloods and Scar-Veterans. Faction wide, Saurus Spawning pools now grant additional perks beyond the ability to recruit Saurus units and, at 4th tier, will grant an additional +2 recruit rank for Scar-Veterans. This stacks with both the Humble trait and Star Chambers (which now, unfortunately, can only be constructed in province capitals), letting you &#039;&#039;very&#039;&#039; quickly start cranking out high-ranking Scar-Veterans on Carnosaurs. If that weren&#039;t enough, all Scar-Veterans and Oldbloods gain a 30% boost to experience gain and get an extra 1% Weapon Strength per rank they have (capping out at a [[/d/|+50% weapon strength buff at max level]]). The Last Defenders did lose their universal -10% upkeep discounts, but it&#039;s slightly made up for since Oldbloods gain a -15% Upkeep reduction for their banner armies, encouraging you to run them as Lords for your more expensive doomstacks. Though by no means should you forsake taking a Slann here and there.&lt;br /&gt;
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:Kroq-Gar himself downgraded some of his personal buffs, comparatively. Gone are the leadership and armor buffs for Stegadons, Bastiladons, Terradons and Carnosaurs. Instead, Saurus and Cold One Riders gain a 25% experience gain buff and his former -50% upkeep reduction for Saurus and Cold One units has simply dropped down to the fairly standard -15% universal upkeep reduction all his Oldblood units get. Much more versatile than before, though.&lt;br /&gt;
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:Speaking of the scaly lizard, he starts on the eastern coast of the Southlands, smack dab above Teclis (for now). Teclis makes for a decent defensive ally if you so wish and a valuable buffer against the southern Chaos forces such as Kairos. Almost invariably, you&#039;re going to be forced upwards in your wars; smaller Skaven infest the Kingdom of Beasts province and Khalida is often prone to declaring war against you once you work your way north. Immediately following Khalida, you&#039;ll likely draw the ire of Clan Mors and be drawn straight into the Karak Eight-Peaks race, oddly enough.&lt;br /&gt;
&lt;br /&gt;
:Should you sail northeast, you can evict Ku&#039;gath from the Dragon Isles for a nice footstep into southern Grand Cathay and the Darklands. Anyone who&#039;s played enough of Mortal Empires might be so inspired for a fresh change of scenery.&lt;br /&gt;
&lt;br /&gt;
:Heading directly west to meet up with your lizard brethren is also far more tenable, now that you don&#039;t need to fight your way through an entire desert&#039;s worth of Tomb Kings. You&#039;ll still need to secure your starting province, but as the Golden Tower now stands as a convenient mountain pass, you can meet and greet Tiktaq&#039;to extremely early in the campaign. His starting region offers a nice launching point into your ancestral home, where you can ideally encounter Tehenhauin clinging to life on the bottom cape of Lustria. Should you wish to actually expand there for all the unique buildings and legendary lords ripe for confederation, you&#039;ll need to make sure you don&#039;t neglect your Southlands homelands.&lt;br /&gt;
&lt;br /&gt;
====Mazdamundi====&lt;br /&gt;
*&#039;&#039;&#039;Immortal Empires&#039;&#039;&#039; - Probably the biggest change from TWWH2 is the expansion of Lustria and the separation of North and South &amp;lt;s&amp;gt;America&amp;lt;/s&amp;gt; Lustria. Warhammer Mexico has been tweaked a little bit, with Skeggi and the coast being their own province. Skeggi is more challenging now since they can spam Marauder Champions, meaning you&#039;ll be tied up with them a bit more than before.&lt;br /&gt;
**Cylostra is now further north, next to Alith Anar, but you&#039;ll still have to deal with Rakarth, Wulfhart, Bordelaux, and of course, the Awakened. Most of these guys, and especially Rakarth, are packing lots of anti-Large, so you&#039;ll want to plan your armies ahead: Carnosaurs and Temple Guard can deal with Rakarth, but you&#039;ll want some artillery to deal with Wulfhart.&lt;br /&gt;
**North of Hexoatl is still the same clusterfuck, and you&#039;ll want to appease the Sisters of Twilight so that you&#039;re not dealing with a war on two fronts; their AI is stupidly annoying, and they will break non-aggression pacts with you if your relations hover even slightly above neutral. This anon recommends trading any settlements that you capture from Morathi to them in exchange for a fee, which can net you 7-8k in gold and some goodwill. Any settlement north of the Fallen Gates is useless to you anyway, and because Wood Elves have terrible settlement defense, as soon as Morathi takes them back, you can do it all over again and farm gold, allegiance, and positive relations.&lt;br /&gt;
&lt;br /&gt;
====Tehenhauin====&lt;br /&gt;
The Cult of Sotek got a minor buff with the reworking of their sacrificial pyramid. Regiments of Renown now unlock normally, while sacrifices can be spent to acquire powerful Blessed units. In addition, the updated character UI makes swapping Tehenhauin&#039;s unique banners and ancillaries very convenient and a little more useful.&lt;br /&gt;
&lt;br /&gt;
Tehenhauin starts in the southwest corner of Lustria and will need to move fast to prevent Rakarth and Lord Skrolk from getting too established. Generally, Skrolk will expand further and faster, taking most of southern Lustria from the minor faction to your east. Rakarth will have few targets for expansion and will declare war on you fairly early, whereas Skrolk will ignore you until he completes his conquest. However, Skrolk is likely to be easier to defeat early on and taking his territories will give Tehenhauin some safe territory to develop since Gor-Rok will be to your north and there&#039;s little to no chance the AI will cross the ocean from the Southlands. Then you can build up the resources you need to defeat Rakarth armies of darkshards and spearmen, which are far more difficult for Tehenhauin&#039;s early-game armies to deal with. Humble heroes and skink chiefs on stegadons can be very useful at that point.&lt;br /&gt;
&lt;br /&gt;
Once these two threats are dealt with, it&#039;s up to you whether you&#039;ll finish off the remaining minor factions in Lustria (Spine of Sotek Dwarfs, Tower of Dusk, Bordeleaux Errants, Luthor Harkon) or ally with them to get some unit variety. If you head north, Markus Wulfhart still can&#039;t be negotiated with and you&#039;ll have to destroy him if you want to reach Hexoatl. You may find it more interesting to head east and reach &amp;lt;s&amp;gt;the Southlands&amp;lt;/s&amp;gt; Mordor, where Tiktaqto and Kroq-gar should be clinging to life as the Vermintide bears down on them. But be wary; heading to the Southlands means you&#039;ll likely meet Kairos and will need to deal with Changing of the Ways if you don&#039;t finish him off. Luckily, his defeat trait is useful for Tehenhauin.&lt;br /&gt;
&lt;br /&gt;
Alternatively, using the new sea lanes will bring you to Grand Cathay and Nakai the Wanderer. Most of the territory available will be yellow, whereas Lustrian and Southlands territories are green, but the areas of Cathay you can conquer/confederate will be almost completely secure from future attack as long as you maintain good relations with Zhao Ming and Meow Ying. Nakai tends to be fairly easy to confederate once you&#039;ve gotten 3 or more armies, and while he&#039;s not a stellar legendary lord he is one of the best fighters available to the lizardmen.&lt;br /&gt;
&lt;br /&gt;
Tehenhauin can meet Oxyotl very early in the campaign, however all of Oxyotl&#039;s territory will be red. It&#039;s probably better to leave him independent rather than confederate him, as the AI cheats will allow him to defeat all the Chaos factions in the Southern Chaos Wastes far more easily than the player can, and none of that territory is worth anything to the Cult of Sotek. Of course, this could all be a moot point considering how hard it is to confederate Lizardmen in general.&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Chaos_Daemons&amp;diff=1011678</id>
		<title>Warhammer 40,000/9th Edition Tactics/Chaos Daemons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Chaos_Daemons&amp;diff=1011678"/>
		<updated>2026-05-20T16:15:12Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Chaos Daemons]] tactics. [[Warhammer_40,000/Tactics/Chaos_Daemons(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Chaos Daemons?==&lt;br /&gt;
Chaos Daemons are the ultimate enemy of the Imperium, perhaps more so than the Chaos Space Marines who worship them. Each one of them is an incarnation of the Dark Gods&#039; will made of pure Warp energy, and therefore mortal concepts such as fear, exhaustion, or pity are alien to them. If you always wanted to command an army entirely composed of bizarre and horrifying monstrosities (and who didn&#039;t?), then Chaos Daemons are for you.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*Armywide Daemon saves, armor saves that can&#039;t be modified, which makes them better than invuls.&lt;br /&gt;
*Wide range of miniatures, so painting never gets boring.&lt;br /&gt;
*Lots of different playstyles with 4 different gods, monsters, hordes, magic and so on. Probably even more once you factor in allying with the various flavors of CSM.&lt;br /&gt;
*Your Daemon Prince murder machines can hide behind other troops.&lt;br /&gt;
*Your army is completely compatible with Age of Sigmar, kill team, The Horus Heresy, Boarding Actions and, of course cause you&#039;re here, Warhammer 40K. It&#039;s almost like having five armies for the price of one.&lt;br /&gt;
*9th changes make Daemons fantastic at board control, lots of variety in objective holders and takers. When mixing Gods, you can oversaturate target priority, makes them stress about what to shoot.&lt;br /&gt;
*The entire army has all sorts of Deep Strike shenanigans which will work even when you ally with CSM, and all without needing to do summoning rolls.&lt;br /&gt;
*Warp Storms give you plenty of tricks to throw out-of-turn, including your most frequent means of shooting without needing guns.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Mono god daemons doesn&#039;t work and neither does Undivided. There are no mono god static rules at all, making it worthless to play mono god for either good rules or flavor. Sucks big time.&lt;br /&gt;
*Tzeentch has 6 spells that can only be cast once each. Lord&#039;s of change cast 3 each and Heralds cast 2. You can&#039;t run 2 LOC&#039;s without running out of spells. This codex makes Tzeentch, the psyker daemons, impossible to use as a mono god, pysker army.&lt;br /&gt;
*Daemonic Invulnerability is something but not much, and you have got a lot of T3 units...&lt;br /&gt;
**While 9E&#039;s Daemonic Invulnerability improves saves, it&#039;s also sacrificing defensiveness in one range for another. Tzeentch in particular suffers hard from this.&lt;br /&gt;
*You need quite a lot of miniatures, and the big ones aren&#039;t cheap, but you wanted to sell your firstborn child anyways, didn&#039;t you?&lt;br /&gt;
*Looks like Chaos Undivided won&#039;t be a big thing in the future. The fact that [[Fury|Furies]] (who are supposed to be Chaos Undivided incarnate) got squatted despite having models in Warcry is a big enough clue for you. You want undivided, go play Be&#039;lakor&#039;s secret club.&lt;br /&gt;
**To pour salt on the wounds of any mixed-god players, your Warp Storm powers pretty much rely on mono-god builds if you want all the tricks, though you have plenty of tricks with the undivided list.&lt;br /&gt;
*Daemons have a low leadership value compared to other hordes and only one option to improve it a bit (buy icons!). The new codex is making these scores even worse.&lt;br /&gt;
*Limited shooting capabilities. You really have to get up close as fast as possible, on foot because...&lt;br /&gt;
*Lackluster mobility (unless you&#039;re running Slaanesh). If you intend to make use of the Daemon&#039;s unique deep-strike rules, you&#039;ll need either the named Greater Daemons or lots of Leadership debuffs, preferably both.&lt;br /&gt;
*Not a lot of cheap anti-horde capabilities (besides Slaanesh) compared to enemy horde point costs. Try to deal with Ork-/Nid-/Guard-Blobs. Have fun...&lt;br /&gt;
*You will have trouble with fast (Space Elves) and shooty (Guard, Tau) armies - always. Especially ones that can kill your Greater Daemons on turn one with some heavy armed flyers or lascannons.&lt;br /&gt;
*Really CP intensive, but only a paltry number of strats if you go mono-god. Going multi-god means kissing the god-aligned Warp Storm effects goodby. Expect to rely on Warp Storm Tokens just as much as Strats.&lt;br /&gt;
*Your lesser daemons, the troops meant to hold the objectives for you, cannot add any more models to their ranks. 10 is the size you get, and nothing can change it. This is a serious issue for a mob-based army, rezzes or no.&lt;br /&gt;
&lt;br /&gt;
===Changes from 8th to 9th Edition===&lt;br /&gt;
Game has made a large shift from prioritizing mass slaughter to board control and objective scoring.&lt;br /&gt;
&lt;br /&gt;
A more important change is morale with units not having guaranteed destruction after a certain number of models were killed that turn.&lt;br /&gt;
&lt;br /&gt;
A downside is Blast weapons will ruin your horde&#039;s day with guaranteed full shots against a large unit.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
All Troops choices gain Objective Secured in a daemons army unless they have the {{W40kKeyword|Swarm}} keyword. &amp;lt;Sad nurgling noises&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Buff Auras:&#039;&#039;&#039; Gone are the Loci, but now the HQs of your armies have much more homogenized 6&amp;quot; bubbles.&lt;br /&gt;
**&#039;&#039;&#039;Daemon Lord of X:&#039;&#039;&#039; Greater Daemons and Daemon Princes gain one 6&amp;quot; bubble that lets {{W40kKeyword|Core}} units of their respective god re-roll 1s to hit.&lt;br /&gt;
**&#039;&#039;&#039;Herald of X:&#039;&#039;&#039; Heralds gain another 6&amp;quot; bubble that lets {{W40kKeyword|Core}} units of their respective god re-roll 1s to wound.&lt;br /&gt;
***Most (but not all) generic Heralds also have a second bubble (usually in the same name as the Herald itself) that lets {{W40kKeyword|Core}} units of their respective god auto-wound on a natural 6 to hit.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic:&#039;&#039;&#039; The big overarching rule for your entire army, it encompasses all the big rules that aren&#039;t bound to any one god.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Invulnerability:&#039;&#039;&#039; Daemons all have variable saves, with different values depending on whether the hit was in melee or ranged. While most Greater Daemons and princes have the same save for both, lesser daemons will have differing saves, the first being for melee and the second for ranged. What makes these better than even invulnerable saves is that these ignore any rules that would normally negate invulnerable saves like the Hammerhead&#039;s railgun because they aren&#039;t invulnerable saves - and what&#039;s more, they can&#039;t be modified in any way.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Terror:&#039;&#039;&#039; Your entire army gets a 6&amp;quot; aura that takes -1 to enemy Leadership and -1 to their attrition checks. All of them.&lt;br /&gt;
**&#039;&#039;&#039;Manifestation:&#039;&#039;&#039; With reserves playing a much bigger role in the game, the whole &amp;quot;summoning points&amp;quot; game needed to go away. Now your units can just start the game in reserves without costing CP and pop in during the Reinforcements phase, at least 9&amp;quot; from enemies or within 6&amp;quot; of a {{W40kKeyword|Warp Locus}} unit (read: your named greater daemons) and at least 6&amp;quot; of an enemy.&lt;br /&gt;
**If your army is all-daemons, you can now spawn daemons inside your DZ and at least 3&amp;quot; away from any enemies or in the area between both DZs with a distance equal to an enemy&#039;s Leadership score (to a max of 9&amp;quot;, but you have ways to cut Leadership down for closer spawns).&lt;br /&gt;
**&#039;&#039;&#039;Warp Storms:&#039;&#039;&#039; See below, it&#039;s your mono-army rule. If you take daemons as an allied detachment, you lose this part.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Equipment:&#039;&#039;&#039; All of your lesser daemon squads have options for special gear that comes with their own rules and keywords.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Icon:&#039;&#039;&#039; An important 15pts upgrade to put on a unit. Taking one allows the unit to ignore all modifiers to attrition checks. While this doesn&#039;t mean much, the fact that your gods do add a special strat for your icons does mean a bit more.&lt;br /&gt;
**&#039;&#039;&#039;Instrument of Chaos:&#039;&#039;&#039; 10pt upgrade that grants +1 to Leadership. With the near-universal drop in Daemon Leadership, this becomes considerably more valuable in keeping your forces standing. &lt;br /&gt;
*&#039;&#039;&#039;Daemonic Legions:&#039;&#039;&#039; If you field any Greater Daemons, one of them must be the Warlord unless you also took Be&#039;lakor. In addition, for each Greater Daemon you field, you can also take a Herald of the same god without taking up an HQ slot.&lt;br /&gt;
*&#039;&#039;&#039;Daemonic Pact:&#039;&#039;&#039; The much-expected ally rules. Similar to Eldar Harlequins, you can attach a single detachment of Daemons to a CSM army and as long as they&#039;re less than 25% of the total army cost, they get the {{W40kKeyword|Agents of Chaos}} keyword to ensure that they don&#039;t mess with the Marine benefits. This does come at the cost of manipulating Warp Storms.&lt;br /&gt;
**This applies as well for the god-aligned armies, but only for mono-god detachments. The Death Guard, Thousand Sons, World Eaters (once their codex drops) and Emperor&#039;s Children will not suffer these issues so long as the entire Daemon Detachment is of the same god as they are. Then again, why would any self-respecting Death Guard sorcerer try to summon a Bloodthirster or, grandpappy forbid, a Lord of Change?&lt;br /&gt;
*&#039;&#039;&#039;Malefic Weapons:&#039;&#039;&#039; Seen on the weapons of mounts, these weapons are pretty much locked to the quantity assigned for them (e.g. the Juggernaut&#039;s horn has Malefic 4 and thus must make exactly 4 attacks, the Disc must make exactly 1 attack because Malefic 1) - nothing can change this number, and they&#039;re made in addition to your other attacks. In addition, the characteristics of a Malefic weapon can&#039;t be changed, including the characteristics of an attack made with a Malefic weapon. This negates rules such as armour of contempt that would affect characteristics of the weapon (strength, AP, and damage). However rules that modify the characteristic of the model or roll still apply, such as -1 to wound rolls. &lt;br /&gt;
&lt;br /&gt;
===Warp Storms===&lt;br /&gt;
It&#039;s back, and it&#039;s a lot less prone to fucking you over!&lt;br /&gt;
&lt;br /&gt;
At the start of each &#039;&#039;&#039;Battle Round&#039;&#039;&#039;, you roll 8d6. Each 4+ gives you a Warp Storm Point, which you can then spend on certain phenomena. There are, however, three drawbacks:&lt;br /&gt;
* While there are Undivided events, the God-aligned ones only work if the entire detachment is aligned with that one god. This can prove to be problematic for any mixed-god armies.&lt;br /&gt;
* You do not save any points between turns by default. You&#039;ll need to spend all the ones you get, as the abilities that do let you save them are few.&lt;br /&gt;
* You can&#039;t use the same effect more than once per Battle Round, limiting the utility of effects like Otherworldly Tread that need to be spent on a per-phase basis or like Magnified Glory that need to be spent per-turn.&lt;br /&gt;
&lt;br /&gt;
====Warp Storm Budget====&lt;br /&gt;
Here are the odds you&#039;ll have &#039;&#039;at least&#039;&#039; the listed amount of WSP to spend (on average, you will have 4, but the odds of you having exactly 4 is only 27.34%).  Remember, costs are never 0, 1, or 6+, while only 1 effect is cost 5 and it is Undivided, whereas Undivided has no cost-4 effect and every God has at least 1.&lt;br /&gt;
&lt;br /&gt;
#99.61%&lt;br /&gt;
#*Can&#039;t afford anything.&lt;br /&gt;
#96.48%&lt;br /&gt;
#*1xWC2.&lt;br /&gt;
#85.55%&lt;br /&gt;
#*1xWC3 or 1xWC2.&lt;br /&gt;
#63.67%&lt;br /&gt;
#*1xWC4 or 1xWC3 or 2xWC2.&lt;br /&gt;
#36.33%&lt;br /&gt;
#*1xWC5 or 1xWC4 or 1xWC3+1xWC2 or 2xWC2.&lt;br /&gt;
#14.45%&lt;br /&gt;
#*1xWC5 or 1xWC4+1xWC2 or 2xWC3 or 1xWC3+1xWC2 or 3xWC2.&lt;br /&gt;
#03.52%&lt;br /&gt;
#*1xWC5+1xWC2 or 1xWC4+1xWC3 or 1xWC4+1xWC2 or 2xWC3 or 1xWC3+2xWC2 or 3xWC2.&lt;br /&gt;
#00.39%&lt;br /&gt;
#*1xWC5+1xWC3 or 1xWC5+1xWC2 or 2xWV4 or 1xWC4+1xWC3 or 1xWC4+2xWC2 or 2xWC3+1xWC2 or 1xWC3+2xWC2 or 4xWC2.&lt;br /&gt;
&lt;br /&gt;
====Warp Storm Effects====&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible mw-collapsed sortable center&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;white-space:nowrap;&amp;quot; | &#039;&#039;&#039;Warp Storm Effects&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
! scope=col | God&lt;br /&gt;
! scope=col | Name&lt;br /&gt;
! scope=col | WSP&lt;br /&gt;
! scope=col | Timing&lt;br /&gt;
! scope=col | Description&lt;br /&gt;
|- style=&amp;quot;background-color:#fbfbfb;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=8 | Undivided&lt;br /&gt;
! scope=row | Dark Invigoration&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 5 || Start of Any Morale || Costly, but it lets every unit in your army regain d3 wounds/resurrect d3 W1 models during the Morale phase. Considering how easily you&#039;ll lose models not only by combat but by attrition, you&#039;ll be wanting this more than you&#039;d like.&lt;br /&gt;
*This is especially wicked for Horrors, as this lets you resurrect Pinks even after they&#039;ve split off.&lt;br /&gt;
|- style=&amp;quot;background-color:#eeeeee;&amp;quot;&lt;br /&gt;
! scope=row | Descending Shadow&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Enemy Shooting || Enemies shooting at daemons from over 12&amp;quot; away take -1 to hit. Very necessary for early-game antics, considering the limited saves of most non-Tzeentch daemons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Magnified Glory&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Any Turn || All auras gain +3&amp;quot; for the turn. Nice!&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Primeval Terror&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Any Turn || Improves the Daemonic Terror aura of all units to now take away 2 points of Leadership, lasts until end of turn. Especially handy for a mono-Daemons army that&#039;s planning to make deep-strikes.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Insidious Whispers&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Enemy Psychic || Until end of phase, your daemons gain a new 12&amp;quot; aura. While inside it, enemy psykers trigger perils on any set of doubles rather than just 1s or 6s.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Malicious Misdirection&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Enemy Reinforcements || Until end of step, enemy Strategic Reserve units can only be set up as if it were the second battle round.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Music of the Warp&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Turn || Until end of turn, any units with Instruments expand their Daemonic Terror aura to 12&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
! scope=row | Otherworldly Tread&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Movement or Start of Your Charge || Until end of phase, your units can move or charge without any penalties.&lt;br /&gt;
|- style=&amp;quot;color:#8b0000;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Khorne&lt;br /&gt;
! scope=row | Fury of Khorne&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Your Fight || Your entire army gets an additional attack during the fight phase. Sadly you won&#039;t get more, but it&#039;s a follow-up to help clean up any straggling units.&lt;br /&gt;
|- style=&amp;quot;color:#8b0000;&amp;quot;&lt;br /&gt;
! scope=row | Overwhelming Rage&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Enemy Movement || During the enemy&#039;s movement phase, roll a d6 for every engaged enemy (that isn&#039;t aircraft) that attempts to flee your units; on a 4+, that unit cannot flee, trapping them for another round of violent murder.&lt;br /&gt;
|- style=&amp;quot;color:#8b0000;&amp;quot;&lt;br /&gt;
! scope=row | Burning Terror&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Shooting || Roll a d6 for each enemy unit within 24&amp;quot; of your units and not wholly within Area Terrain, dealing d3 MW for each 6. Really only there for an opening salvo, pinging a spare wound or two before the charge.&lt;br /&gt;
|- style=&amp;quot;color:#387439;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Nurgle&lt;br /&gt;
! scope=row | Swarming Insects&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Any Fight || During the fight phase, enemies take -1 to hit your forces, driving home how much of a tarpit they can be.&lt;br /&gt;
|- style=&amp;quot;color:#387439;&amp;quot;&lt;br /&gt;
! scope=row | Plague of Rust&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Any Fight || During the fight phase, your melee attacks improve their AP by 1 when fighting vehicles. Got a dreadnought you plan to tear down? Lots of Rhinos? Spill this out to topple them.&lt;br /&gt;
|- style=&amp;quot;color:#387439;&amp;quot;&lt;br /&gt;
! scope=row | Wave of Sickness&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Your Shooting || During your shooting phase, roll a d6 for every unit within 12&amp;quot; of your plagueboys, dealing d3 MW on a 6. Nurgle doesn&#039;t have as much ranged combat, so this can give you something to soften enemies up before charging.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Slaanesh&lt;br /&gt;
! scope=row | Mesmerizing Dance&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Any Fight || Your entire army fights first. With how flimsy your army is, you absolutely need this as an advantage.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Lightning Speed&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Your Movement or Charge || Until end of turn, all units add +1 to their advance or charge rolls. A shame that you can&#039;t get anything better, but this gives you something reliable.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Dark Hallucinations&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Start of Enemy Turn || During the enemy turn, roll a 2d6 for any enemy attempting an action within 12&amp;quot; of your perverts; if this roll beats the enemy&#039;s Leadership, the action fails and the enemy takes d3 MW.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=rowgroup rowspan=3 | Tzeentch&lt;br /&gt;
! scope=row | Deluge of Fire&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 4 || Start of Your Shooting || Your entire army adds +1 to BS. With the massive amount of shooting you have, you&#039;ll absolutely love it.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Sorcerous Winds&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 3 || Start of Your Psychic || Your psykers gain +1 to their casting checks. Though you don&#039;t have as many psykers as you used to, this will be useful for those you do have.&lt;br /&gt;
|- style=&amp;quot;color:#471F5F;&amp;quot;&lt;br /&gt;
! scope=row | Rampant Mutation&lt;br /&gt;
| style=&amp;quot;text-align:center;&amp;quot; | 2 || Any Fight || During the fight phase, any natural 6s to wound deal an additional mortal wound, to a maximum of 3 per enemy unit per phase. Absolutely pointless on your Horrors, but it&#039;s a gift to your Screamers and monsters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pandaemoniac Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Only {{W40kKeyword|Tzeentch Daemon Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Boon of Change:&#039;&#039;&#039; WC6, 18&amp;quot; blessing: Selects a {{W40kKeyword|Legiones Daemonica Tzeentch}} unit within 18&amp;quot; and give it a mutation on 1d3!&lt;br /&gt;
##+2M&lt;br /&gt;
##+1S&lt;br /&gt;
##+1T &lt;br /&gt;
#*Good for buffing up {{W40kKeyword|Tzeentch}} HQs (T8 LoC is nice) and Screamers, but rather useless on most other Tzeentch Daemon units because you can&#039;t control which mutation you get.&lt;br /&gt;
#&#039;&#039;&#039;Bolt of Change:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: Roll 9d6, dealing a mortal wound for each 5+, plus an additional MW for any casualties you make to a max of 3. Basically a targeted Smite, kinda, but with an average of 3 damage. Really good at clearing 1W units. &lt;br /&gt;
#&#039;&#039;&#039;Gaze of Fate:&#039;&#039;&#039; WC6: Lets you retain 2 unspent WSP for the turn. Useless if you soup with a non-daemon faction.&lt;br /&gt;
#&#039;&#039;&#039;Treason of Tzeentch:&#039;&#039;&#039; WC8, 18&amp;quot;, malediction: You can choose an enemy unit within 18&amp;quot;. It cannot be affected by auras.&lt;br /&gt;
#&#039;&#039;&#039;Infernal Flames:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: A friendly {{W40kKeyword|Tzeentch Core}} unit within 18&amp;quot; gets +1 to wound rolls when shooting. Your Horrors can now hold their own in the shooting phase spamming with this active. Also useful on a unit of Flamers next to a Herald: S6 flamers with +1 to wound will wound most non-vehicle/monster units in the game on 2+.&lt;br /&gt;
#&#039;&#039;&#039;Infernal Gateway:&#039;&#039;&#039; WC8, 18&amp;quot; witchfire: If manifested, identify the nearest visible enemy unit within 18&amp;quot; of the psyker. That enemy AND friendly units within 3&amp;quot; of the targeted unit take 1d3 mortal wounds or a flat 3 instead if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warprot Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Only {{W40kKeyword|Nurgle Daemon Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Stream of Corruption:&#039;&#039;&#039; WC6, 12&amp;quot;, witchfire: Flinging &#039; d3 mortal wound&#039; poo on the closest enemy unit within range or d3+2 if said unit has 11+ models.&lt;br /&gt;
#&#039;&#039;&#039;Fleshy Abundance:&#039;&#039;&#039; WC7, 18&amp;quot;, blessing: One friendly {{W40kKeyword|Legiones Daemonica Nurgle}} unit gains +1T.&lt;br /&gt;
#&#039;&#039;&#039;Nurgle&#039;s Rot:&#039;&#039;&#039; WC7, 6&amp;quot;, witchfire: Roll 2d6 for every unit within 6&amp;quot; of the Psyker, if it beats that unit&#039;s toughness, the unit suffers d3 mortal wounds or d6 mortal wounds if the result is twice their toughness.&lt;br /&gt;
#&#039;&#039;&#039;Shrivelling Pox:&#039;&#039;&#039; WC6, 18&amp;quot;, malediction: Until the start of your next psychic phase, one enemy unit has -1 toughness. Yes, this can affect vehicles. Combo with Virulent Blessing for extra Nurgle-tainted cheese. &lt;br /&gt;
#&#039;&#039;&#039;Virulent Blessing:&#039;&#039;&#039; WC6, 18&amp;quot;, blessing: A friendly {{W40kKeyword|Nurgle Daemon}} unit within range gets +1 damage to melee weapons.&lt;br /&gt;
#&#039;&#039;&#039;Malodourous Pall:&#039;&#039;&#039; WC8, 18&amp;quot;, malediction: Target enemy unit can&#039;t do actions &amp;amp; fails current one (if applicable) and loses obsec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Soulstain Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Only {{W40kKeyword|Slaanesh Daemon Psykers}} may roll powers on this chart.&lt;br /&gt;
#&#039;&#039;&#039;Cacophonic Choir:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: Roll 3d6 targeting closest visible enemy unit within 18&amp;quot;. That unit suffers a mortal wound for each point that your 3d6 exceeds their leadership. It&#039;s basically a gambler&#039;s version of Smite.&lt;br /&gt;
#*The benefit this power has over other leadership bombs is that it doesn&#039;t rely on the enemy failing a morale test for it to be effective. Armies whose morale loses are capped at one (like Dark Angels) or normally have such low model counts that they never worry about morale (like Custodes) are just as susceptible to Slaaneshi mind-fuckery as everyone else. This also means that single-model units that normally never take morale tests can be affected. It also helps that your entire army has Daemonic Terror fucking with those numbers too.&lt;br /&gt;
#*Tyranids in particular, can go fuck themselves. Synapse only lets units automatically pass morale checks, it doesn&#039;t modify their generally terrible leadership. For reference, a mighty Carnifex has a base leadership of &#039;&#039;six&#039;&#039;. Bask in your opponent&#039;s despair when his bioengineered killing machine shits itself to death.&lt;br /&gt;
#&#039;&#039;&#039;Symphony of Pain:&#039;&#039;&#039; WC7, 18&amp;quot;, malediction: One enemy unit within 18&amp;quot; suffers -1 To-hit until the start of your next psychic phase. Potentially a great pick against more Elite Armies.&lt;br /&gt;
#&#039;&#039;&#039;Hysterical Frenzy:&#039;&#039;&#039; WC7, 18&amp;quot; blessing: Targets a friendly unit of {{W40kKeyword|Legiones Daemonica Slaanesh core}} unit, it gains +1 attack and any natural 6s to hit deal an additional hit. Simple, yet powerful.&lt;br /&gt;
#&#039;&#039;&#039;Delightful Agonies:&#039;&#039;&#039; WC6, 18&amp;quot; blessing: Select a friendly {{W40kKeyword|Legiones Daemonica Slaanesh Core}} unit within 18&amp;quot; of the psyker. They get a 5+ FNP save. Make your squishy guy-girls less squishy.&lt;br /&gt;
#&#039;&#039;&#039;Pavane of Slaanesh:&#039;&#039;&#039; WC6, 18&amp;quot;, witchfire: select an enemy unit within 18&amp;quot; and roll a d6 for each model in it. On a 5+, the unit takes a mortal wound, up to a maximum of six mortal wounds. An excellent horde-buster that gets more powerful with the size of the targeted unit.&lt;br /&gt;
#&#039;&#039;&#039;Phantasmagoria:&#039;&#039;&#039; WC7, 18&amp;quot;, witchfire: Roll 6d6, for each roll of 5+ the enemy unit suffers a mortal wound, in addition, that unit get -1 Leadership until your next Psychic phase. Greatly stacks with other -LD sources and Cacophonic Choir. Even better, this can let you drop a surprise chariot or daemonettes right up the wrong side of an enemy&#039;s flank in a mono-daemons army.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Noctic Discipline&amp;quot;&amp;gt;&lt;br /&gt;
Available to Be&#039;lakor and Disciples of Be&#039;lakor psykers. Both Daemon and Marine alike.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Shrouded Step:&#039;&#039;&#039; WC6. Range: 18&amp;quot;. Blessing. If manifested, select one friendly {{W40Kkeyword|disciples of bel&#039;akor}} unit within 18&amp;quot; of this {{W40Kkeyword|psyker}}. Remove that unit from the battlefield and set them up anywhere on the battlefield that is more than 9&amp;quot; from any enemy models. If that unit Remained Stationary this turn, it is instead treated as having made a Normal Move this turn.&lt;br /&gt;
#&#039;&#039;&#039;Wreathed in Shades:&#039;&#039;&#039; WC7. Range: 12&amp;quot;. Blessing. If manifested, select one friendly {{W40Kkeyword|disciples of bel&#039;akor}} unit (excluding {{W40Kkeyword|monster}} and {{W40Kkeyword|vehicle}} units) within 12&amp;quot; of this {{W40Kkeyword|psyker}}. Until the start of your next Psychic phase, enemy models cannot target that unit with ranged weapons unless that unit is the closest eligible target to the firing model or it is within 12&amp;quot; of the firing model.&lt;br /&gt;
#&#039;&#039;&#039;Pall of Despair:&#039;&#039;&#039; WC7. Range: 18&amp;quot;. Malediction. If manifested, select one enemy unit that is within 18&amp;quot; of and visible to this {{W40Kkeyword|psyker}}. Roll 3D6; if the result is greater than the enemy unit&#039;s Leadership characteristic, select one of the following to apply to that unit until the start of your next Psychic phase.&lt;br /&gt;
#*If that unit has any Aura abilities, select one of those abilities. Until the start of your next Psychic phase, that unit loses that ability.&lt;br /&gt;
#*Until the start of your next Psychic phase, that unit cannot perform actions (if that unit is currently performing an action, it immediately fails).&lt;br /&gt;
#*Until the start of your next Psychic phase, in the Fight phase, that unit is not eligible to fight that phase until after all eligible units from your army have done so.&lt;br /&gt;
#&#039;&#039;&#039;Voidslivers:&#039;&#039;&#039; WC5. Range: 12&amp;quot;. Witchfire. If manifested, select one enemy model within 12&amp;quot; of and visible to this {{W40Kkeyword|psyker}}. Draw a line between any part of this {{W40Kkeyword|psyker}}&#039;s base and any part of the selected model&#039;s base (or hull):&lt;br /&gt;
#*The selected model&#039;s unit suffers 1 mortal wound (if that unit contains 11 or more models, it suffers D3 mortal wounds instead).&lt;br /&gt;
#*Every other enemy unit that this line passes over or through suffers 1 mortal wound (if that unit contains 11 or more models, it suffers D3 mortal wounds instead).&lt;br /&gt;
#&#039;&#039;&#039;Penumbral Curse:&#039;&#039;&#039; WC7. Range: 18&amp;quot;. Malediction. If manifested, select one enemy unit within 18&amp;quot; of this {{W40Kkeyword|psyker}}. Until the start of your next Psychic phase, each time a model in that unit makes a melee attack, subtract 1 from that attack&#039;s wound roll and reduce the Armour Penetration characteristic of that attack by 1.&lt;br /&gt;
#&#039;&#039;&#039;Betraying Shades:&#039;&#039;&#039; WC6. Range: 18&amp;quot;. Witchfire. If manifested, select one enemy unit within 18&amp;quot; of and visible to this {{W40Kkeyword|psyker}}. Select up to 6 models in that unit, and add together the unmodified Attacks characteristics of those models. Roll a number of D6 equal to the total (for example, if five of the selected models had an Attacks characteristic of 2, and one had an Attacks characteristic of 3, you would roll thirteen D6). If the result of the Psychic test was 11 or more, add 1 to each dice result. For each roll of 6+, that unit suffers 1 mortal wound.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Common keywords are {{W40kKeyword|Chaos}}, {{W40kKeyword|Daemon}}, the army-encompassing {{W40kKeyword|Legiones Daemonica}} and any of the four Chaos Gods.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Daemons of Khorne&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Khorne perceive everything through a red mist of undiluted rage. They cannot wait to spill blood, and so surge across the battlefield to get to grips with their foes as quickly as possible so that the slaughter can begin in earnest.&lt;br /&gt;
&lt;br /&gt;
Horny Khornys are a reliable source of High Strength, AP, and Damage weaponry other god&#039;s minions often don&#039;t have and even some elite choices have a decent armour save. But like Slaanesh, most Khorne daemons lack defenses and once in combat, the lesser daemons&#039; 5+ won&#039;t keep them alive for long.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Aspect of Death:&#039;&#039;&#039; Enemies within 6&amp;quot; of the general take -1 to Leadership and -1 to Combat Attrition checks. Because of fuck conscript and cultist blobs. Karanak gets this. &lt;br /&gt;
#*Because of the two stacking effects, this leads to a -2 leadership AND -2 to all attrition checks. Works well enough to break mobs but nothing more.&lt;br /&gt;
#&#039;&#039;&#039;Brazen Hide:&#039;&#039;&#039; 5+++ FNP save, making this as valuable on Bloodthirsters as it is on heralds.&lt;br /&gt;
#&#039;&#039;&#039;Devastating Blow:&#039;&#039;&#039; The Warlord&#039;s melee attacks cannot be ignored by any sort of FNP save. Skulltaker gets this.&lt;br /&gt;
#*With how many ways you can get an FNP save, having the ability to just ignore them is pretty nice, especially against enemy warlords.&lt;br /&gt;
#&#039;&#039;&#039;Glory of Battle:&#039;&#039;&#039; +1 attack, plus another if the warlord&#039;s within 3&amp;quot; of 6+ enemies, plus yet another if they&#039;re within 3&amp;quot; of 11+ models. Better saved for &amp;lt;s&amp;gt;heralds&amp;lt;/s&amp;gt; and princes since thirsters already have the sweep profiles of their axes providing double the attack output.&lt;br /&gt;
#&#039;&#039;&#039;Immense Power:&#039;&#039;&#039; +1 to Wound in melee. On the charge in a Khorne detachment, &amp;lt;s&amp;gt;this gives heralds an effective S8 which can be huge in a low anti-vehicle army,&amp;lt;/s&amp;gt; or particularly an Str9 DP with 9 attacks, great against high wound T8 models, with a Bloodthirster with a greataxe wounding them on +2.&lt;br /&gt;
#&#039;&#039;&#039;Rage Incarnate:&#039;&#039;&#039; +1 to charge and advance rolls. Any {{W40kKeyword|CORE KHORNE}} units charging an enemy engaged to the warlord get +1 to their charge rolls. Skarbrand gets this.&lt;br /&gt;
#*Probably the best for a support hero, as it gives your Bloodletters even more incentive to get stuck in as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Banner of Blood (1CP):&#039;&#039;&#039; One {{W40kKeyword|Khorne Icon}} unit can roll 3d6 when making a charge, dropping the lowest. This version makes the focus on reliability clearer and as an added bonus, this isn&#039;t restricted to once per game. &lt;br /&gt;
*&#039;&#039;&#039;Brass Stampede (1CP):&#039;&#039;&#039; When a {{W40kKeyword|Khorne Cavalry}} or {{W40kKeyword|Khorne Vehicle}} finishes a charge move, roll a d6 for each model in your unit. One enemy unit within 1&amp;quot; takes d3 MW on a 6+ or d3+3 MW on a 9. As you can tell, this has become a lot less viable, especially for anything smaller than a vehicle since that roll only adds +3 when charging with the Skull Cannon or Throne of Skulls. This is especially shitty because this reduces the effectiveness on big bads.&lt;br /&gt;
*&#039;&#039;&#039;Frenetic Bloodlust (1/2CP):&#039;&#039;&#039; Use at the start of any fight phase. A {{W40kKeyword|Bloodletters Core}} unit can either move 6&amp;quot; towards the nearest enemy if they&#039;re not engaged or pile in if they&#039;re engaged with any enemies. A far cry from 8E&#039;s version, but mobility is equally as vital, especially at the beginning. Costs 2 CP for a normal move, otherwise it&#039;s 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Glorious Decapitation (2 CP):&#039;&#039;&#039; If one of your characters murders an enemy character in melee, they gain a new 6&amp;quot; aura that lets fellow daemons of Khorne deal a mortal wound on a natural 6 to wound, adding a bit of extra punch to your forces.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Brass Citadel (1 CP):&#039;&#039;&#039; Typical &amp;quot;more relics&amp;quot; strat.&lt;br /&gt;
*&#039;&#039;&#039;Contempt for Sorcery (1 CP):&#039;&#039;&#039; If an enemy psyker casts within 12&amp;quot; of a Khorne unit, roll a d6, adding +1 if there are flesh hounds within 12&amp;quot; of the psyker. On a 4+, that power is blocked.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Exalted Bloodthirster&amp;lt;/span&amp;gt;====&lt;br /&gt;
As with abilities like Chapter Command, you can now give an unnamed Bloodthirster (so no Skarbrand) a special power by spending points and PL rather than CP.&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Onslaught:&#039;&#039;&#039; This thirster can&#039;t lose more than 8 wounds per phase. By itself, it&#039;s kinda trash as it&#039;s only keeping them alive for two turns when a good force might wipe them out in one. If you take the Blood-Drinker Talisman then you&#039;ve now got a very good way to keep your thirster around for much longer.&lt;br /&gt;
*&#039;&#039;&#039;Lord of the Blood Tide:&#039;&#039;&#039; +1 to Strength and Attacks when this Bloodthirster charges, gets charged, or heroically intervenes. The good news is that this is your cheapest upgrade.&lt;br /&gt;
*&#039;&#039;&#039;Rage Unchained:&#039;&#039;&#039; Double your wounds for the damage table. Degrading stats were always a bane to monsters, and it&#039;s especially the case for a daemon meant to kill in combat.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;A&#039;rgath King of Blades:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. One weapon of your choosing gains +1 damage and can ignore any modifiers when rolling to wound. While heralds can no longer hit as hard as princes, they now have the potential of taking down enemies much faster. Also lets your Bloodthirster&#039;s mini axe be almost as good as the big axe, while still letting you have a flail or lash.&lt;br /&gt;
*&#039;&#039;&#039;Armour of Scorn:&#039;&#039;&#039; {{W40kKeyword|Khorne Monster}} only. The bearer gets a 4+++ FNP against Mortal Wounds and +1 to any saves against attacks with a Damage characteristic of 1, circumventing the rule that typically forbids your saves from being modified and making walls of lasguns even more laughable.&lt;br /&gt;
*&#039;&#039;&#039;Blood-Drinker Talisman:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. Heal a wound on a 5+ for each enemy model killed in melee. Can&#039;t heal more than 6 wounds a turn. Now that it&#039;s been released from only being spent on Thirsters, it&#039;s become valuable not only for stopping the degrading statlines of Bloodthirsters but also to help top off heralds and princes as well, as all HQs have their own precious auras to project.&lt;br /&gt;
*&#039;&#039;&#039;Crimson Crown:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. When the bearer kills any enemy models, you get to save up to two Warp Storm tokens so you can spend it on something more devastating.&lt;br /&gt;
*&#039;&#039;&#039;Rune of Brass:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only. Gives a 12&amp;quot; aura that makes Psykers trigger perils on any doubles and deals d6 MW during Perils instead of merely d3, giving you a decent way of scaring them off, though nothing to really stop them from casting in the first place.&lt;br /&gt;
*&#039;&#039;&#039;Skullreaver:&#039;&#039;&#039; {{W40kKeyword|Khorne}} models only, replaces an Axe of Khorne, restricting it to only Bloodthirsters. It essentially gives you a regular axe that can be improved to become a greataxe when fighting against monsters and vehicles with the strike profile, improving the weapon&#039;s Strength to x2 and Damage to 3+d3. Great if you&#039;re planning on taking on superheavies but still want the ability to fight at range with more than just their breath.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Bloodthirster:&#039;&#039;&#039; Streamlined from three different datasheets to one, though you&#039;ll have to pick the correct tools for the job you need to be done. Like all Greater Daemons, they have a 6&amp;quot; aura that grants allied Khornate Daemons re-rolls of 1 to hit. They also got a new rule where they deal d3 mortal wounds to a nearby enemy on a 2+ (4+ for infantry characters). FLY alleviates that problem somewhat, but anti-tank weapons (and to a lesser extent anti-air) will fuck a Bloodthirster&#039;s shit up real fast. Don&#039;t let those 20 wounds lull you into a false sense of security. Although Khorne favors getting stuck in and fucking things up in melee, remember that the support aura is still useful. They are very very very attractive for enemy lascannons (often the only targets in the whole army), cannot hide from it (the models are massive), and only get a 4++ save against something that can hit them from anywhere on the table, at any time. They are melee fighters with degrading WS to make their problems even more severe... One could deepstrike one with the new stratagems, but doing so with 30 Bloodletters instead is probably better... or both for the lols. There is an argument to be made for giving your Bloodthirster the Armor of Scorn so it can zoom up the board without getting shot off the table. Make him your warlord and take the 5+++ FNP for added defensive power. Next, you&#039;ll want enough other threats on the board that your opponent will be left with only bad options: Flesh Hound blob screening a Daemon Prince with Skullreaper and a JuggerHerald with King of Blades make for an unavoidable distraction. Skull Cannons in your backfield, now cheaper and stronger, splits your enemy&#039;s anti-tank while allowing you to clear away screens for your harder hitting units. You&#039;ll be annoyed by units on upper floors of buildings, but your Skull Cannons should make enough room for your deep striking Bloodletter units (or Furies moving up the board) to stream up the floors. A Bloodthirster is a commitment: rush into the enemy as fast and hard as you can with everything you have. They may kill the Bloodthirster, but they leave the rest of your offensive power untouched.&lt;br /&gt;
**As part of the consolidation, all Bloodthirsters got the S5 AP-2 heavy flamer breath that was originally for the Insensate Rage thirster. Both the regular thirster axe and the Insensate Fury&#039;s massive axe both got two differing profiles for crowd control and monster-slaying, with the great axe being most useful in instances where you&#039;re most worried about knights and other superheavies where hitting at S16 would make a difference - stick with the regular axe for anything else. When picking between the whip and the flail, note that the whip, while decent, is at AP-1 and thus will fall flat against Armour of Contempt. The flail, on the other hand, got a remarkably dangerous upgrade, now being Sx2 AP-4 D3d3 with damage that can spread to other models in a unit - just the thing to thin space marines of any flavor if you manage to make that one hit roll.&lt;br /&gt;
*&#039;&#039;&#039;Herald of Khorne:&#039;&#039;&#039; Gain two 6&amp;quot; auras, one giving the mandatory &amp;quot;re-roll 1s to wound&amp;quot; given to all Lieutenant-types and the other lets Bloodletters auto-wound on a hit roll to 6. Heralds are super useful to summon during combat if you have space since you aren&#039;t moving in combat anyway and they have low power levels (which makes them easier to summon). Is armed with a Blade of Blood that is S6 AP-3 D3, plenty threatening against other heroes.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Bloodmaster&amp;quot;&amp;gt;&lt;br /&gt;
The baseline Foot slogger Herald. Less mobility, weapons, and defense but significantly cheaper. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Skullmaster on Juggernaut&amp;quot;&amp;gt;&lt;br /&gt;
Juggernaut Herald. Fastest Herald of Khorne option. Adds T+1, +2 Wounds and movement +4&amp;quot;. While you no longer get a better save from being stuck on it, you are getting the extra Toughness.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rendmaster on Blood Throne&amp;quot;&amp;gt;  &lt;br /&gt;
T+1 Herald with +3 wounds for about double the price of a normal Herald with about double the attacks when accounting for the dopes driving the thing. While their auto-wound aura got a bit of a range boost to 9&amp;quot;, their re-roll aura remains the same. They also get to re-roll to wound enemy monsters and characters, something that can capitalize on the Bloodthirster&#039;s re-roll aura.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;Skulltaker:&#039;&#039;&#039; They took his Khorne damned Juggernaut option away, but Skulltaker is still pretty beastly. He moves 1 inch faster than other infantry, has a 3+/5++, and rerolls everything when fighting a character. His aura lets nearby {{W40kKeyword|Bloodletters Core}} units within 8&amp;quot; add 1 to hit (no longer includes other heralds, including himself, as of 9E), and his weapon is Strength User, AP -3, D3, on 6+ to wound boosted to D3+3 damage. Get him into combat and he&#039;ll lop heads off with ease, a double bonus as each kill also boosts the range of his auras by 3&amp;quot; to a maximum of 12&amp;quot;. A pretty nice support character with a very specific focus that is overshadowed by more generalist Princes with Skullreaver and Skullmasters.&lt;br /&gt;
*&#039;&#039;&#039;Karanak:&#039;&#039;&#039; Still a character-hunter who can deny 2 psychic powers per turn. You call out an enemy character at the start of the game and for the rest of the game, when Karanak is fighting against that character, his attacks now deal 2 Mortal Wounds instead of S6 AP-2 D2, meaning that everything will be targeting him. Fortunately, he can also give a re-roll 1s to wound aura to his fellow Flesh Hounds that will re-roll all wounds if they attack a psyker.&lt;br /&gt;
*&#039;&#039;&#039;Uraka the Warfiend&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Uraka the Warfiend now gives a re-roll hits of 1 for Khorne Deamon with 6&amp;quot;, but also he buffs HIMSELF when he kills things. He defiantly likes to make a synergy bubble with a herald. He&#039;s certainly not a pushover with a 5+/4+ save and 6 attacks, a decent short-range attack, and may attempt to deny 1 enemy psychic power a turn. He does get to killing after slaying 8 models for +1 to movement, Strength, and Attack. As the new codex has stripped the Heralds of the good Loci, you&#039;re not going to be getting those kills as easily as you used to.&lt;br /&gt;
*&#039;&#039;&#039;Skarbrand:&#039;&#039;&#039; Remains the utter frothing berserker he ever has been, utterly immune to any psychic power while sadly unable to bock for you. Note that as his wounds reach certain thresholds, his attacks actually INCREASE - so what he loses inaccuracy, he compensates for with sheer undiluted RAGE. This partially solves the main problem that you&#039;d have with a base thirster with the big axe. Still - you&#039;re going to have to play him very cleverly, otherwise, you can expect him to get wrecked by anti-tank weapons before he reaches the enemy&#039;s front lines. He does have a ranged attack that acts like the Thirster&#039;s Hellfire, however, so he can surprise a foe cocky enough to charge him with an Overwatch shot. &lt;br /&gt;
**Rather than the basic aura given to most Thirsters, Skarbrand&#039;s is a bit less discriminating on who benefits from it. See, now every unit within 6&amp;quot; gets a spare attack and auto-passes morale checks - both things that are awesome for your Bloodletters, but not for whoever you&#039;re planning on killing with the big guy, especially if they&#039;re kitted out to kill him in particular. It also forces anyone in range to roll 3d6 when falling back, preventing them if the roll exceeds the unit&#039;s Leadership, which can prove troublesome on a bad combat turn. &lt;br /&gt;
&#039;&#039;&#039;Samus&amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Samus, Daemon Prince of the Ruinstorm is as Khorne as it gets. A decent number of attacks that wound more often on infantry. Psykers nearby get minus 1 from their power rolls. Friendly units summoning near him get to reroll the summon. Anything not Khorne near him subtracts 1 from their LD. He&#039;s a big red rat and he&#039;s ANGRY.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodletters:&#039;&#039;&#039; (12ppm) Managed to get a bit of a bump up, as now they&#039;re S5 and T4, but they remain glass cannons with only a 5++ save in melee. Their Hellblades are now better, being Power Swords that do a flat 2 damage, making them more reliable at butchering multi-wound thickies like the Marines. 2 attacks each (3 with Fury of Khorne up), at AP-3, hitting on 3+, wounding on 3+ (against MEQ), each dealing 2 damage with one swing? These guys can be brutal.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Bloodcrushers:&#039;&#039;&#039; By Khorne, these are brutal. Charging produces MW from Brass Stampede, 13 S6 AP-3 D2 sword attacks, and 9 S8 AP-1 is enough to pummel most non-superheavy units, or severely maim them. And that&#039;s what a MINIMUM squad of these does. The fact that they have 4 wounds, 4+ regular save and a 5++ daemon save. Position them well for an early charge before they are spotted and promptly shot to bits, or summon them with an appropriate hero and let them loose on the enemy and they would be hard-pressed to NOT win their points back. Seriously, this anon bought a bunch to use in Sigmar, but they are way more brutal in newhammer 40k. &lt;br /&gt;
**&#039;&#039;&#039;Bloodcrusher Bomb?:&#039;&#039;&#039; While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, and Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
**&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodcrushers are largely (if &#039;&#039;not totally&#039;&#039;) outclassed by Bloodletters. It&#039;s less than Bloodcrushers are bad, but it&#039;s simply a case that Bloodletters are some of the best infantry in the game at the moment. As well as being far cheaper (at 8pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 230 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 135 points) produces 19 attacks (with 10 at 2+ str 5 and a-3/ and 9 at str 5 -ap3). &lt;br /&gt;
***&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; as of 9th, Durability matters more, so paying for a balance of defenses, speed and damage while a group Bloodletters will die quickly to blast weapons.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hounds&#039;&#039;&#039;:  Remained mostly the same stat-wise and rule-wise, however, the rules around them have changed.  Compared to the previous codex they only move 10&amp;quot; max and are now susceptible to being slowed by terrain.  To compound these new issues Daemonic Instability is gone, and with LD7 morale tests are going to hurt.  Positives:  They&#039;re 15 points each for relatively speedy, two wound, two attack models, they now always hit on a 3+ in combat, and they get +1 S and A on the charge from Unstoppable Ferocity (20 of these is 300 points. Let that sink in a minute...).  Combine this with always striking first on the charge, and their fangs being AP-1 CCWs, and you will tear light infantry to pieces.  This leaves them in a similar niche as before, a light infantry killer and your front line bubblewrap unit to tank light weapons fire for harder-hitting characters (JuggerHerald, Karanak, etc.)  However, the loss of Herald locus upgrades and the attachment of characters leaves the Hounds as mostly an expensive tarpit unit, unable to effectively deal with anything higher than a 4+ save, and unable to hold units in assaults for longer than one turn. Screamers do a better job of being zippy harassment units, and Bloodcrushers are more durable and hit so much harder.&lt;br /&gt;
**&#039;&#039;&#039;A quick note on Flesh Hounds&#039;&#039;&#039;: If you are taking a fluffy Khorne-dedicated list (and if you&#039;re not, Khorne will send these fuckers after you anyway) these puppies are (as of time of writing this) Khorne&#039;s only source of denying the witch outside of Karanak excluding forgeworld. So for this reason alone, a few MSU squads of these should be auto-includes unless you want your face melted with mind bullets&lt;br /&gt;
**In case you forgot that Wrath and Rapture are giving Khorne some new stuff too, Flesh Hounds are finally getting a plastic kit! One of them can now be upgraded to a Gore Hound, which lets their bark does damage - D6 autohits at 8&amp;quot;, S4 AP0 D1 (as per the most recent faq). So, basically a flamer. Not a big boost but now they can do something before they charge.&lt;br /&gt;
**9E is looking to give them a bit of a boost. Aside from the 4++ invulnerability from shooting, they now move 12&amp;quot; and got an offensive boost with A3 and S5 by default. On top of that, they now add +1 to their bite&#039;s damage when they charge or heroically intervene, making them much better at taking down MEQs.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Cannon&#039;&#039;&#039; A mixed bag like the Soul Grinder but cheaper at 80 pts. It&#039;s gun is 48&amp;quot; Heavy D6 (S8 AP-2 D2 Blast, that ignores cover bonus), more to take out MEU and light vehicles. On the plus side, it hits on a 3+ and can do some good damage on the charge, but even melee is only a last-ditch surprise option, especially now that it lost its healing power. Overall not that great, but it&#039;s one of the few long-range options we have and ok to get a few wounds off some light tanks and marines.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Anggrath the Unbound&#039;&#039;&#039; - Oh boy, THIS guy. When you absolutely need to have the angriest, smashiest guy on the board and price is of no concern, accept no substitutes! He will always hit things on a 2+ and starts off with a massive axe that is just as versatile as any Bloodthirster&#039;s that just happens to have S10. He shrugs off attacks like nothing too, thanks to his T8, 24 wounds, 4+/4+ and 2 uses of Deny the Witch without needing a Stratagem. If anyone manages to bring him down by some chance he gets a chance to wound everyone around him. Don&#039;t expect much to come from his whip, even though it got a slight boost by being able to be used while in close combat. Also, note that he can be your warlord now. Why yes, I did want 6+ FNP on him to thank you very much! &lt;br /&gt;
**With the new codex, Anggrath feels a lot less killy than before with the skimmed-down strats given to each god. Heralds now only give measly re-rolls to wound and he doesn&#039;t even give his forces any re-rolls to hit so he can&#039;t support his army like a traditional thirster. If you&#039;re fielding him, it&#039;s because you seriously want to kill a rival superheavy and nothing else.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Skull Altar&#039;&#039;&#039; - First Khorne approved building ladies and gentlemen! First, off all just like Nurgle tree, it cannot be targeted and affected by enemy attacks and cannot move. Secondly, this altar has a bunch of good abilities, especially when playing defender with Khorne, as the footslogging Bloodmaster/Skulltaker can hide inside it and improve their footprint - and the range of their auras with it. The last 2 abilities are also nice, it gives -2 to psychic tests if the enemy is within 18&amp;quot; of the altar and the herald inside it can perform a special action between the movement and charge phases, allowing you to roll 1d6 for Warp Storm points for each of your units in combat within 12&amp;quot;. All of this for 100 points&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#8b0000;&amp;quot;&amp;gt;Biggest Problem&amp;lt;/span&amp;gt;====&lt;br /&gt;
The best way to run mono-Khorne daemons appears to be simply picking 1 unit and spamming it as much as physically possible. So a list with a mixture of Bloodletters, Flesh Hounds, and Bloodcrushers would not be anywhere near as effective as a list including only 1 of those units in vast numbers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Daemons of Nurgle&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Nurgle are surrounded by an aura of pestilence and disease that infects all nearby, and their talons and blades drip with thrice-ripened plagues. The merest touch of such a weapon in the presence of such a creature can cause a mortal to wither and die in seconds.&lt;br /&gt;
&lt;br /&gt;
The big synergy winners this edition. They lack widespread weapons with good AP but high toughness and Disgustingly Resilient will make these units your tanks and tarpits. They are not particularly accurate but can dish out multi-damage attacks with fitting buffs and some hot rolling. However, they will have trouble with armored targets and when facing off against multi-damage attacks, especially now that Disgustingly Resilient was taken away from them and replaced with a mere Toughness and Wound bump. Finally, they will struggle to catch fast-moving enemies unless you build to counter that.&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Heaving Mass:&#039;&#039;&#039; +2 Wounds. Simple, adds a bit more before dropping brackets and forces additional rolls before your enemy can snipe your leader dead.&lt;br /&gt;
#&#039;&#039;&#039;Acidic Ichor:&#039;&#039;&#039; If your warlord takes a wound in melee, the unit that inflicted the wound takes a mortal wound on a 4+ at the end of the Fight phase. Horticulous Slimux gets this.&lt;br /&gt;
#&#039;&#039;&#039;Virulent Touch:&#039;&#039;&#039; All hits automatically wound any non-Titanic enemies. Epidemius gets this.&lt;br /&gt;
#&#039;&#039;&#039;Plaguefly Hive:&#039;&#039;&#039; -1 to hit your warlord in melee if the attacking unit is within 6&amp;quot; and they can&#039;t do actions.&lt;br /&gt;
#&#039;&#039;&#039;Overflowing Fecundity:&#039;&#039;&#039; Unmodified wound roll of 1-3 always fail against this warlord.&lt;br /&gt;
#&#039;&#039;&#039;Pestilent Miasma:&#039;&#039;&#039; At the start of your turn roll a dice for each enemy unit. On a 2+, they suffer a mortal wound. They suffer 1d3 MW instead if the result was a 6. Rotigus gets this.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Chortling Murrain (1 CP):&#039;&#039;&#039; Single use. Pick one enemy unit within 6&amp;quot; of a Sloppity Bilepiper and roll a d6 for every model in it; for each roll that beats the model&#039;s Toughness, they suffer a Mortal Wound.&lt;br /&gt;
**It does good at driving away mobs of guardsmen and gaunts, but this won&#039;t do a lot to an angry pack of boyz or space marines.&lt;br /&gt;
*&#039;&#039;&#039;Pestilent Inspiration (1 CP):&#039;&#039;&#039; One psyker learns ALL the psychic powers for one turn. Weird how this isn&#039;t something Tzeentch gets, but this is a massive gift.&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Great Garden (1 CP):&#039;&#039;&#039; Another generic &amp;quot;extra relic&amp;quot; strat.&lt;br /&gt;
*&#039;&#039;&#039;Revolting Constitution (1/2 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|Plaguebearers}} unit is attacked, they cannot be wounded on a roll of 1-3. The fact that this can be used on any phase makes this particularly annoying, as it will limit the effectiveness of anything high-strength, especially if they have Blast.&lt;br /&gt;
**Costs 2 CP for a unit with PR 12 or higher.&lt;br /&gt;
*&#039;&#039;&#039;Slime Trail (1 CP):&#039;&#039;&#039; Pick one unit of Beasts or Horticulus Slimux. When an enemy attempts to fall back, roll a d6; they cannot fall back on a 4+.&lt;br /&gt;
*&#039;&#039;&#039;Swarming Flies (2 CP):&#039;&#039;&#039; Enemies take -1 to hit one unit.&lt;br /&gt;
*&#039;&#039;&#039;Crushing Bulk (1 CP):&#039;&#039;&#039; Pick one Great Unclean One, Beasts of Nurgle or Plague Drones that just charged and roll a d6 for every model in the unit, adding 3 for a GUO. The enemy suffers d3 MW on a 6+, improved to 3 on a 9+. &lt;br /&gt;
*&#039;&#039;&#039;Plague Banner (2 CP):&#039;&#039;&#039; During the fight phase, one {{W40kKeyword|Nurgle Icon}} unit that fights deals a MW on a natural 6 to wound.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Exalted Great Unclean Ones&amp;lt;/span&amp;gt;====&lt;br /&gt;
Same as abilities like Chapter Command, you no longer need to spend CP to power up one of your nameless Great Unclean Ones. Instead, you can spend points/PR in order to improve these fat shitsacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bountiful Gifts:&#039;&#039;&#039; Lets you save up to 2 Warp Storm Points so you can spend it on more tricks.&lt;br /&gt;
*&#039;&#039;&#039;Hideous Visage:&#039;&#039;&#039; A 6&amp;quot; aura that essentially doubles the effects of Daemonic Terror for summoning shenanigans and extra [[SQUAD BROKEN|squad breaking]].&lt;br /&gt;
*&#039;&#039;&#039;Revoltingly Resilient:&#039;&#039;&#039; Melee attacks against this bloated pusbags deal -1 damage.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Corruption:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Upgrades one melee weapon, giving it +1 damage and the ability to ignore any rules for damage mitigation.&lt;br /&gt;
*&#039;&#039;&#039;Effluvior:&#039;&#039;&#039; Upgrade a Plague Flail to Assault 3d3 S+1 AP-3 D3 with damage that can be spread past other models. Now fully able to route infantry with its assault pistol whip.&lt;br /&gt;
*&#039;&#039;&#039;The Endless Gift:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Each turn the bearer regains a number of wounds equal to the round number.&lt;br /&gt;
*&#039;&#039;&#039;The Entropic Knell:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Mark one unit within 12&amp;quot; of the bearer, they cannot use their auras and count has half their unit size for the sake of capping objectives. The first one matters more for characters, but the latter gives you a reason to spam this on squads, especially ones with some special relic like the Black Templars.&lt;br /&gt;
*&#039;&#039;&#039;Horn of Nurgle&#039;s Rot:&#039;&#039;&#039; {{W40kKeyword|Nurgle}} models only. Every time the bearer kills an enemy model in melee, roll a D6: on a 4+ you can add a model to a friendly {{W40kKeyword|Plaguebearers Infantry Core}} unit within 18&amp;quot;. Pairs well with an offensive unit like a daemon prince (hiding in a plaguebearers unit).&lt;br /&gt;
*&#039;&#039;&#039;Tome of a Thousand Poxes:&#039;&#039;&#039; {{W40kKeyword|Nurgle Psyker}} models only. Know another power from the Warprot Discipline and anytime the bearer rolls a 7+ to cast a power from this discipline, the power can&#039;t be denied.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Great Unclean One]]:&#039;&#039;&#039; This fat bastard&#039;s an incredibly resilient model, with 22 wounds and T9 with a 5+/4+ save .  He can cast 2 powers and deny 1 power and knows Smite plus two Warprot powers. Before accounting for any loadout choices, he also gets 7 Malefic Nurgling bites at S2 AP- and a 12&amp;quot; Assault d6 vomit stream at S5 AP-2 so it can potentially gnaw away at even marines and kin. Disgustingly strong in melee for his points, especially with the Crushing Bulk strat. Getting him there can be a problem, so consider starting him in reserves to minimize the risks of footslogging. Not bad but best to deepstrike because his mobility is painful at a reduced profile.&lt;br /&gt;
**For melee builds He gets a Plague Flail (which he can shoot into close combat with) which is S:User AP-3 and does 2 damage and a Bilesword which can switch between a direct S+1 AP-3 Dd6 that deals auto wounds on a natural 6 to hit and a crowd clearing S:User AP-3 sweep that doubles attacks.&lt;br /&gt;
**Alternatively, you also have the Bilevlade and Doomsday Bell. The Bileblade replaces the Plague Flail with a second melee weapon with AP-3 D2 that also lets you inflict MWs on the fatass for a +1 to casting. The Doomsday Bell sacrifices your Bilesword for a far less impressive S+1 AP-1 D2 whack that lets you raise a {{W40kKeyword|Plaguebearers Core}} model (d3 models for {{W40kKeyword|Infantry}}) to a unit within 12&amp;quot; each command phase. Taking these two together makes a far more support-focused greater daemon, but even taking the Bilesword and Bileblade can make for a serviceable battle psyker.&lt;br /&gt;
*&#039;&#039;&#039;[[Poxbringer]]&#039;&#039;&#039;: The classic Herald of Nurgle, now with a new name to distinguish it from the other two Heralds. They took away his steed, but his balesword is AP-3 and can re-roll all failed wound rolls.  He is a psyker and can cast Smite or Stream of Corruption once he reaches melee. His bonus gives +1S, which is actually a big deal. Your plaguebearers wound Space Marines on 4+ with reroll and with the buff on 3+, even bikers on 4+. S5 is the sweet spot to wound T8 vehicles on 5+ instead of 6+ too so your plaguebearers become much more versatile.&lt;br /&gt;
*&#039;&#039;&#039;[[Sloppity Bilepiper]]&#039;&#039;&#039; New kind of Herald, gives +1 attack to GUOs and Nurglings within 6&amp;quot; and also allows them to run and charge in the same turn. Also, every {{W40kKeyword|Nurgle Daemon}} within 6&amp;quot; have to do Morale tests on 2D6 discarding the higher value, and the enemy within 6&amp;quot; failing a Morale test loses one model more than it should. Even if you don&#039;t plan on taking lots of Nurglings, the morale benefits alone are worth bringing this freakish jester along. Keep him protected, though. He doesn&#039;t have much in the way of direct combat ability.&lt;br /&gt;
*&#039;&#039;&#039;[[Spoilpox Scrivener]]&#039;&#039;&#039;: Other new Herald that allows Plaguebearers within 6&amp;quot; of him to add +2&amp;quot; to their movement and +1 to their hit rolls. If the boost brings their roll result up to 7 (read: the buffed unit rolls a 6), they can attack again with the same weapon they used before. More attacks hitting and the chance for extra attacks mean more possibilities of an unsaved wound making it through, and the movement bonus doesn&#039;t hurt either while increasing your Plaguebearers hits by over 33%. In addition to the basic Herald plaguesword, he can also attack with his grotesque mouth (AP-1, but can only reroll wound rolls of 1) and disgusting sneezes (6&amp;quot;, Pistol D3, S3 AP0 1 D, rerolls wound rolls of 1). Yes, he can kill things by sneezing on them.&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Epidemius]]:&#039;&#039;&#039; Costs a bit more than a normal Herald and isn&#039;t a psyker (Smite!) but has quite a bit more punch and can take some more. But you want him for his army-wide buff (as always). Note that this time you have to destroy units, not models (because fielding 4x30 Boyz shouldn&#039;t have a downside)! Starting at 2 destroyed units by {{W40kKeyword|NURGLE DAEMONs}}, and it pumps up your offensive capabilities - defensive buffs start at 5 destroyed units. Sadly he misses the other +1S bonus of the normal Herald hence you should get both of them in a Nurgle themed army. If you don&#039;t like the old metal mini you can grab a disc of Tzeentch, spit on it, scratch it like a DJ, paint it green and glue a few nurglings and bells (from the plaguebearer kit) on it and then put a Herald of Nurgle on top.&lt;br /&gt;
*&#039;&#039;&#039;[[Cor&#039;bax Utterblight]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Forgeworld Character series Daemon Prince.  He&#039;s significantly tougher than a Daemon Prince of Nurgle at 12 wounds at T8, and a 4+ FNP against dmg 1 weapons. His base speed of 7&amp;quot; makes him slower.  He&#039;s a mixed bag in CC. Having 5 base attacks is good, and the gaping maw weapon is AP-3 with D3, and can instant-kill a model by beating their wound count in a D6.  If you take the Virulent touch warlord trait for +1 to wound and cast Virulent blessing for another +1 to wound. Furthermore, any roll of 5+ will cause 6 dmg.  Unfortunately, with the only S7, he&#039;s only good at taking on infantry, which means his high damage will largely be wasted unless you dedicate other units to buff him.  His profile degrades movement, S, and attacks, so he quickly becomes useless.  He also gives out no aura buffs whatsoever.  Clocking in at 180pts, he&#039;s not going to be able to get enough done on his own to justify the investment when you could&#039;ve bought Mammon or even a plain DP for the same cost.&lt;br /&gt;
*&#039;&#039;&#039;[[Horticulous Slimux]]&#039;&#039;&#039;: Ported over from [[Age of Sigmar]], Nurgle&#039;s Grand Cultivator retains his ability to make Beasts of Nurgle actually pretty decent, by way of giving to Beasts within 12&amp;quot; +1 to hit rolls, as well as allowing Beasts within 6&amp;quot; to reroll failed charges. Units that fall back within 1&amp;quot; of him take d3 mortal wounds on a 4+, and he&#039;s no slouch in melee either&amp;amp;mdash; he has a 4+ save that lets him rely less on the invulnerable save and Disgustingly Resilient, his lopping shears are a souped-up Balesword, and Mulch can add an extra S7 AP-4 3 D sucker punch to surprise more heavily armored opponents. &lt;br /&gt;
**He can also create new Feculent Gnarlmaws within 3&amp;quot; of him at the end of his movement phase (if he didn&#039;t use Daemonic Ritual in the same turn), and a single {{W40kKeyword|Nurgle Daemon}} within 7&amp;quot; can heal a wound at the beginning of each your turn if any model died the turn before. A blob of allied Cultists will ensure that healing effect will trigger, even if your opponent doesn&#039;t use horde armies. &lt;br /&gt;
**If you have the models (and spare 85 points per model), there&#039;s really no reason why Horticulous shouldn&#039;t keep planting a Feculent Gnarlmaw each turn.  They&#039;re damned useful, and it means that he&#039;ll constantly enjoy a 2+ cover save.&lt;br /&gt;
*&#039;&#039;&#039;[[Mamon Transfigured]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Named Daemon Prince and the bastard responsible for the entire mess at Vraks. Can&#039;t cast spells but allows re-rolling misses of 1 in the Fight Phase for {{W40kKeyword|Nurgle Daemons}}. Has two melee weapons, a kick that &#039;&#039;really&#039;&#039; excels at murdering high-wound infantry, 5 S7 Ap3 D3 melee attack, and a 12&amp;quot; Assult 2D3 S5 AP-2 D2 Flamer.&lt;br /&gt;
**The updates of 9E have dealt a bit of a blow to Mammon. While his aura remains able to buff more than mere {{W40kKeyword|Nurgle Daemon Core}} units, his having 9 wounds means that he&#039;s now just over the edge of what can comfortably hide behind a mob of lesser daemons or allied heretics. Add his plodding movement to that and...well, you just bought a walking bullseye to your range.&lt;br /&gt;
*&#039;&#039;&#039;[[Rotigus|Rotigus the Rainfather]]:&#039;&#039;&#039; To make up for the [[fail|absence]] of [[Ku&#039;gath|Ku&#039;gath Plaguefather]], we now have a new named Great Unclean One. His main melee weapon, the Gnarlrod, is essentially a Bilesword with worse AP but more reliable damage (3 damage instead of d6), but he has d6 extra Fanged Maw attacks that mean he&#039;s still better in melee than the standard GUO. His real best weapon is the Streams of Brackish Filth, essentially a 2d6 S7 AP-3 flamer that rerolls wounds, which he can now shoot in melee thanks to 9th edition rules. Every time you roll a 7+ on a psychic test, the closest enemy unit suffers a mortal wound after using whatever power you were casting. Unlike the Death Guard&#039;s Malignant Plaguecaster, this doesn&#039;t have any range specified, so you could technically do it from the other side of the board. At only five points more than a Bilesword Great Unclean One, knowing one more power than a basic GUO, and being able to deny one more power as well, you might as well take him.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Plaguebearers|Plaguebearers of Nurgle]]&#039;&#039;&#039; (9ppm) Slow but tough and ok in melee with their re-rolls to wound. If you want to hold the line, they are the right choice, especially with the new codex giving them T5 and two wound each. In packs of 20 (so get 30 to keep the bonus for a while), enemies have to subtract 1 from their attack rolls. Unfortunately, they lost the rusty sword abilities to auto-glance vehicles or poison monsters, and for that old shrouded rule, they need to be 20 or more but still cost defacto the same - somewhat a downgrade, but we got the FNP for that. Two or three blobs of 30 can flood the field and can be surprisingly (disgustingly) resilient and soak up a lot of fire and damage. When combined with a Poxbringer and a Spoilpox Scrivener, they can get a fair punch against tougher Infantry units in melee, hold objectives pretty well with numbers, or bind some annoying ranged units.&lt;br /&gt;
**Here&#039;s where some of that sweet, sweet synergy comes in.  Combine the Locus of Virulence (+1 damage if your wound roll is 6+), the Plague Banner (one-time pop to make plagueswords do 2 damage for one turn), the Virulent Blessing power (+1 to wound rolls, and if you roll 7+ to wound, you do double damage), and the Scrivener (Plaguebearers get +1 to hit, and a hit roll of 7+ lets them make an extra attack).  What do you get?  A combat phase in which plagueswords are 2 damage base, on a wound roll of 5 each plaguesword does 3 damage, on a wound roll of 6 each plaguesword does &#039;&#039;&#039;5 damage&#039;&#039;&#039;, and if the hit roll is 6, each Plaguebearer makes another attack!  And remember, plagueswords let you re-roll failed wound rolls automatically.  This isn&#039;t even considering Epidemius&#039; Tally shenanigans or the hit buff from a nearby Daemon Prince.  Fucking drown your opponent in wounds! Add a Poxbringer and they will wound MEQ&#039;s on 2+.&lt;br /&gt;
***Realistically you want to target big multi-wound stuff like vehicles, Knights, etc. with this, since the bonus damage is wasted on single-wound opponents (and larger-based targets let you get more Plaguebearers in close to swing). If you&#039;re targeting a vehicle with this one-turn damage extravaganza, coordinate the fight phase with a Plague Hulk. The Rusting Curse will effectively give your Plaguebearers AP-1.&lt;br /&gt;
**Take 20+ Plaguebearers, buff them with Miasma of Pestilence and park them completely within 7&amp;quot; of a Feculent Gnarlmaw or two.  They&#039;ll have a 4+ cover save, and your opponent is at -2 to hit them.  These guys become some of the best objective-campers in the game, because they&#039;ll never, ever die.  Maybe keep a GUO with the doomsday bell nearby, so on the off-chance some do kick, you can bring one back each turn.    &lt;br /&gt;
*&#039;&#039;&#039;[[Nurgling|Nurglings]]:&#039;&#039;&#039; (18ppm) Now, who forgot these buggers? These little shits get to deploy 9&amp;quot; away from the enemy DEPLOYMENT ZONE, and then act normally. Yes, that&#039;s right. They can move and then charge after doing this. Combined with the Disgustingly resilient rule (which they only get against weapons with damage 1 and they are multi-wound models...), they can easily tie down a shooty unit, or force them to fall back and waste a turn, granting your footsloggers valuable time. Sloppity Bilepipers will give them more attacks for better tarpit functionality. In addition, these very cheap tarpits make a decent objective holder, a screen to protect your units from deep-strikers, and a sneaky way to prevent knights from falling back (they are neither infantry nor bike).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Beast of Nurgle|Beasts of Nurgle]]&#039;&#039;&#039; - Those gross attention whores may look underwhelming at first but their abilities may make them worthwhile. They are pretty cheap at 35 points, making them the most durable unit per point in the entire game and can be taken in units of 9. They make 6 S4 AP0 D2 attacks each and reroll all wound rolls. They can also make Heroic Interventions like characters and if the enemy retreats from them they take a mortal wound on a 4+. With 7 wounds each and a 4++/5++ combined with their ability to regenerate all lost wounds, they will stick around practically forever. However, the poor guy remains disgustingly slow. Best used alongside Horticulous Slimux as a bodyguard, since they can intercept foes who might tie the Grand Cultivator up while gaining greater accuracy and rerollable charges in the process.&lt;br /&gt;
**The Codex is seeing these guys getting a substantial glow-up, from now being S6 T6 to the now ridiculous 7 wounds that regenerate &#039;&#039;EVERY PHASE&#039;&#039;, this now truly feels like an unfeeling mountain of flesh that can withstand whatever comes against them. Let us repeat: They will regenerate all wounds on &#039;&#039;&#039;EVERY PHASE&#039;&#039;&#039; so long as they do not die, meaning that you&#039;re absolutely going to need Eradicators or something of equally high damage to guarantee that these fuckers will die.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Drones]]:&#039;&#039;&#039; Excellent. 4 Wounds at T5 with all the defensive trappings Nurgle Daemons enjoy anyway makes these insanely tough. Add to that the decent movement speed and the 4 damage 2 attacks each Fly dishes out and they become a force to be reckoned with. Can take a beating and nothing wants to be in melee with them. Their shooting sucks, but bad shooting is still better than no shooting whatsoever, right?&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Toads|Plague Toads of Nurgle]] (Legends FW):&#039;&#039;&#039; Fly has been FAQ&#039;d out of their profile. Their melee attacks are still brutal although their maw has been downgraded, dealing S5 Ap-1 D2 and hits of 6 generate more hits - nice considering they only get 3 attacks that hit on a 4+. Their grasping tongue got an upgrade too, although it&#039;s an assault d3 instead of pistol hitting at S5 and re-rolling to-wounds. Also T5, W4 and get the 5+++.&lt;br /&gt;
*&#039;&#039;&#039;[[Pox Riders|Pox Riders of Nurgle]] (Legends FW):&#039;&#039;&#039; Still tanky as hell with T/W5, fast-ish movement, banners, instrument, and the ability to get to a -2 to hit above six models. Gone are the degenerating profiles so a full unit will tank 22 lascannon shots, 135 bolter shots and/or 67 assault cannon shots &#039;&#039;without&#039;&#039; degenerating stats - awesome! Combine that with the weapons above and exactly 2 plaguesword attacks at S4.  Now think about the locus bonuses, character re-rolls, stratagems, and psychic powers you can add on top of this. They also come with 60mm bases, which makes them a huge board control unit.  You can make a huge bubble to hide daemon princes.  The drawback?  $$$$$$ These cost a firstborn to purchase from Forgeworld (£65 for 3).&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Plague Hulk of Nurgle]]: (Legends FW)&#039;&#039;&#039; Went down in price to 190 pts, so it&#039;s closer to the cost of a Soul Grinder. S/T8, 14W, 3+, 5++ and 5+++ Disgusting Resilience; it&#039;s slow, unfortunately, with a 7&amp;quot; move that degnerates. You could summon it and its PL did go down but it&#039;s still 10 and that&#039;s not very reliable. Rusting Curse got buffed to affecting Vehicles within engagement range, and now it improves the AP of attacks against said vehicles by 1 rather than reducing vehicle saves.  Rot Cannon got buffed: 36&amp;quot; Heavy D6, S7 AP-3 D2 and you can re-roll to-wound against anything you shoot, rather than just infantry. Its vomit got a range buff to 12&amp;quot; while retaining its profile: Pistol D6, S5 AP-2 D1 where all shots auto-hit. The Iron Claw remains largely unchanged, Sx2 AP-3 D6 with the Warpsword being potentially good now with User S, AP-3 and a flat 3 damage which also allows you re-rolls to hit (much better than last edition for sure!)... Most people will probably continue taking the claw. All around, the Plague Hulk is a better 9E choice but still suffers from mobility problems. If you can get it close to vehicles, it will straight up ruin tank and artillery formations, but you have to get it there first and although it&#039;s tough, it likely won&#039;t survive the battering it receives on the way in.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Scabeiathrax the Bloated]] (FW):&#039;&#039;&#039; My oh-my is this guy one tough son of a bitch. At T8 with 21 wounds and a 5+/4+ save befitting his station, you will need a crap ton of heavy firepower to put him down. And if he dies, on a 4+ a unit within D6&amp;quot; suffers D6 mortal wounds. His close combat abilities are not to be [[Nurgle|sneezed]] at either. He has Horrific Vomit, which is a 2d6 flamer at S6 AP-2 D2 which can be fired in close combat. Then, he has the Blade of Decay, an S+2 AP-4 sword that does a flat D3+d3 damage and can re-roll wounds. To round it all out, he gets 2D6 additional nurgling attacks at S2 AP0. He can cast 2 powers and deny three powers and knows Smite plus two Nurgle powers. Finally, he lets Nurgle Daemons use his leadership within 6&amp;quot; of him. Oh, did I forget to mention he forces a -1 to melee hit modifier on all friendly Nurgle Daemon units within 6&amp;quot;? Yeah, you want this guy. The only thing stopping you from taking him in every game is he&#039;s 475 points, and he&#039;s a LoW.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#387439;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Feculent Gnarlmaw]]:&#039;&#039;&#039; New Nurgle-themed scenery thing, which is treated as a terrain feature after it&#039;s set up. Costs 95 points but isn&#039;t a model.  {{W40kKeyword|Nurgle Daemons}} within 7&amp;quot; can fall back or advance and still be able to shoot and/or charge in the same turn, any {{W40kKeyword|Legiones Daemonica Nurgle}} unit completely within 6&amp;quot; that is not a {{W40kKeyword|Vehicle}} or a {{W40kKeyword|Monster}} gets what amounts to light cover, {{W40kKeyword|Chaos Character}}s within 7&amp;quot; can re-roll any dice when summoning {{W40kKeyword|Nurgle Daemons}}. and at the beginning of each turn you have to roll a die for each non-{{W40kKeyword|Nurgle}} unit within 3&amp;quot;, dealing to each unit a mortal wound on a 4+ and D3 mortal wounds on a 6 (so 0.67 mortals on average).&lt;br /&gt;
**Plaguebearers are now specifically blessed by having one, as each command phase lets one pack of them within 6&amp;quot; roll 7d6, with each 6 resurrecting a Plaguebearer at max wounds. Considering that they&#039;re now quite tanky as hell, you now have a decent strongpoint to use as a reinforcement spot.&lt;br /&gt;
**Obliterators are {{W40kKeyword|Nurgle Daemons}}. Deploy them next to a Gnarlmaw to get a unit with a 2+ armor save that ignores the first two points of AP. They may not have Disgustingly Resilient, but they&#039;re still tough bastards that can spew out a lot of much-needed dakka. Better yet, make them Iron Warriors, for rampant technovirus and the strat to reduce incoming AP by 1. Congrats, you have a 2+ vs lascannons! &lt;br /&gt;
**If you intend to summon Nurgle Daemons, take a Fortification Network with one of these. It&#039;ll help you summon said Daemons and will also give the summoned Daemons the standard Nurgle detachment buffs once they&#039;re on the table.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Daemons of Slaanesh&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Slaanesh dance across the battlefield with a grace and speed that defies belief. They can close the distance on the killing fields of a battlefield in a heartbeat, falling upon their surprised and panic-stricken prey with psychotic delight.&lt;br /&gt;
&lt;br /&gt;
Fast and fragile and lots of attacks. If you need to kill large blobs of weaker and/or faster enemies the pretty god&#039;s minions will do it for you. They also have surprisingly high AP on their weapons, but Khorne is more consistent at fighting MEQs and tanks. &amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Warp Mists:&#039;&#039;&#039; You can save up to 2 Warp Storm Points to exploit in future turns. If daemons had a stratagem to take extra warlord traits this might have been nice on a support herald to give a little more flexibility with the Warpstorm. Unfortunately, GW decided fuck them in particular, so this competes with the various killy traits.&lt;br /&gt;
#&#039;&#039;&#039;Fatal Caress:&#039;&#039;&#039; Each time you make a to wound roll of 5+, the target can&#039;t take invulnerable saves against the attack. Situational, against foes in light armour that rely on their invulnerable save (looking at you [[Harlequin|clowns]]) this can put in work, but in the age of Armour of Contempt there&#039;s no guarantee it will make a difference.&lt;br /&gt;
#&#039;&#039;&#039;The Murderdance:&#039;&#039;&#039; +d3 attacks if your warlord charges. The Masque gets this.&lt;br /&gt;
#&#039;&#039;&#039;Quicksilver Duelist:&#039;&#039;&#039; Can reroll to hit anything in melee and can reroll to wound when in melee against a {{W40kKeyword|Character}}. Shalaxi has this.&lt;br /&gt;
#&#039;&#039;&#039;Savage Hedonist:&#039;&#039;&#039; +1 Strength per turn, to a max of 3. Well, this can help make your heralds hit like monsters and your princes and keepers overwhelm other monsters...if you can keep them alive for long enough&lt;br /&gt;
#&#039;&#039;&#039;Aura of Bewitchment:&#039;&#039;&#039; Enemies within 6&amp;quot; cannot perform objective actions. Syll’Esske has this.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Endless Dance (1 CP):&#039;&#039;&#039; When a {{w40kKeyword|Daemonettes}} unit fights, they can pile in or consolidate an additional 3&amp;quot; for extra coverage when hitting the enemy.&lt;br /&gt;
*&#039;&#039;&#039;Exquisite Gifts (1 CP):&#039;&#039;&#039; Another generic &amp;quot;extra relics&amp;quot; strat.&lt;br /&gt;
*&#039;&#039;&#039;Impossible Elegance (1 CP):&#039;&#039;&#039; When a non-{{w40kKeyword|Vehicle Character}} fights, they cannot be hit by anything higher than a 4+. Way to piss off all the elite swordsmen and monsters of the world, you just tanked their accuracy.&lt;br /&gt;
*&#039;&#039;&#039;Melodic Delirium (1 CP):&#039;&#039;&#039; Use at the start of the Psychic phase. One unit of Fiends gains a new aura that makes psykers within 12&amp;quot; take -2 to their casting checks.&lt;br /&gt;
*&#039;&#039;&#039;Race through the Warp (1 CP):&#039;&#039;&#039; During the Command phase, one {{W40kKeyword|Slaanesh Vehicle}} that isn&#039;t a soul grinder can immediately fly back into reserves to be thrown elsewhere. This is especially useful since your chariots have zero shooting to rely upon.&lt;br /&gt;
*&#039;&#039;&#039;Rapturous Standard (1CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Slaanesh Icon}} unit during the fight phase. This entire unit can now re-roll to hit, which is incredibly cool to get and is now usable more than once!&lt;br /&gt;
*&#039;&#039;&#039;Razor-sharp Caress (1 CP):&#039;&#039;&#039; When a {{w40kKeyword|Daemonettes}} unit fights, a natural hit roll of 6 improves the AP of their weapons by 1. &lt;br /&gt;
*&#039;&#039;&#039;Thirst for Souls (1 CP):&#039;&#039;&#039; Ancient Doom for the other side. When one of your units fight an {{W40kKeyword|Aeldari}} unit, you can reroll hit and wound rolls against your favorite snacks.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Exalted Keeper of Secrets&amp;lt;/span&amp;gt;====&lt;br /&gt;
As with things like Chapter Command, you no longer need to spend CP in order to upgrade one of your nameless Keepers into something bigger and &amp;lt;s&amp;gt;hornier&amp;lt;/s&amp;gt; meaner. Instead, you can spend points and PL for that.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Diaphanous Panoply:&#039;&#039;&#039; Ranged attacks take -1 to wound this cow-man. There&#039;s not much you can do to stop a lascannon from nailing them, so take what you can to make sure they can&#039;t make their mark.&lt;br /&gt;
*&#039;&#039;&#039;Epicurean of Agonies:&#039;&#039;&#039; Each natural 6 to hit scores another hit.&lt;br /&gt;
*&#039;&#039;&#039;Insatiable Onslaught:&#039;&#039;&#039; +2 to charge and advance rolls. You&#039;re already freakishly fast, so why not make it even easier to bumrush your enemies?&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Forbidden Gem:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. During each command phase, you can shut down all auras for one character within 12&amp;quot;. While not as fun as last edition, this is infinitely more useful in the aura-stacking meta of 9E.&lt;br /&gt;
*&#039;&#039;&#039;The Mark of Excess:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Bearer gets +1 attack by default, and gets another +1 every time he kills a {{w40kKeyword|Character, Vehicle}} or a {{w40kKeyword|Monster}}.&lt;br /&gt;
*&#039;&#039;&#039;Silverstrike:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Upgrade a Witstealer to S+3 AP-3 D3 with a sinister trick: Enemies wounded by this sword take -1 to all hit and wound rolls. Not only is this potent, but it&#039;s now able to cripple enemies too.&lt;br /&gt;
*&#039;&#039;&#039;Soulstealer:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Replaces a Witstealer sword or Hellforged sword. A dangerous S+2 AP-3 D3 weapon. Each time a model is slain by this weapon, the bearer regains one lost wound to a max of 6 each turn. In addition, you auto-wound all Eldar. Useful for keeping a melee character alive, gives Eldar a reason to stay far away from you. Give this to your Keeper of Secrets or DPoS for an infantry killing machine that &#039;&#039;&#039;just won&#039;t die!&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Slothful Claws:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} Herald models only. One set of Ravaging Claws or Snapping Claws gains +1 Damage and anyone hurt by it cannot use auras for the rest of the turn. Take over the Forbidden Gem if you intend to keep this Keeper in melee, otherwise take the Gem instead.&lt;br /&gt;
*&#039;&#039;&#039;Whip of Agony:&#039;&#039;&#039; {{W40kKeyword|Slaanesh}} models only. Upgrade Living Whip or Lashes of Torment. This whip now becomes Assault 8 and will auto-wound on a 4+ if the target is not {{W40kKeyword|Vehicle}} or {{W40kKeyword|Titanic}}.&lt;br /&gt;
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====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;General&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Keeper of Secrets]]:&#039;&#039;&#039; With the release of the new plastic model the Keeper has gotten a new revised datasheet and 210 pts base cost. The new price includes one of three options: the living whip, ritual knife, or Sinistrous Hand. If you take the Shining Aegis, that adds +10 pts.  An already frightfully speedy unit (who gets slower the more wounds it takes) its movement has increased to 14&amp;quot;, and now has 16 wounds. Its base combat ability remains impressive as always, with its Snapping Claws becoming Malefic 4 with an absurdly high AP-4 D3 while the primary Witstealer Sword boosts combat with S+2 AP-3 D3 that makes those wounded by it suffer -1 to hit. The best part is you don&#039;t have to choose between the two; with the claws being Malefic, all your attacks default to the sword for a total of 10 (!) attacks at full wounds, and even at its lowest, you&#039;re still throwing around an impressive amount of attacks. Mesmerizing Aura penalizes enemy attacks in melee with -1 to hit, which gives it protection similar to the Bloodthirster&#039;s flat 4+/4+. Cast Symphony of Pain on the target of your charge for an additional -1 to hit. In combat wound them with Witstealer for an additional -1 to hit. Now characters are hitting on a 5+. Or alternately, take the free Soulstealer relic sword and recover previously lost wounds by killing enemy models, all of which stack with the Sinistrous Hand. Make this Keeper exalted with the Insatiable Onslaught trait and now you&#039;re charging 20+2d6&amp;quot; EVERY TURN. If you make the charge into a chaff unit, she&#039;ll kill 6 and recover a max of 6+d3 wounds. Soulstealer also auto-wounds all Eldar, making it into an evil blender with picky tastes.&lt;br /&gt;
**As with the Lord of Change, the KoS can actually learn two powers on top of Smite, making for a potent buffing daemon as well. Grab Symphony of Pain and Hysterical Frenzy and you&#039;ve got yourself the ideal blender at hand. Swap Symphony of Pain for Delightful Agonies and you&#039;ve just made a pack of Daemonettes durable and much deadlier. &lt;br /&gt;
**As this is a fancy multi-part kit, your keeper comes with new wargear options:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Living Whip&amp;quot;&amp;gt; &lt;br /&gt;
12&amp;quot; Assault 6 S6 AP-2 D2. It can no longer hit anything within engagement range, so its value solely relies upon how much you need that shooting. Luckily, that 2+ BS doesn&#039;t decay.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shining Aegis&amp;quot;&amp;gt;&lt;br /&gt;
Grants a 4+/4+ save, which is very handy for a unit that&#039;s likely to attract chargers and incapable of hiding behind anything. Nothing quite tops a Daemon Prince hiding behind the Daemonettes though.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ritual Knife&amp;quot;&amp;gt;&lt;br /&gt;
At the end of the fight phase, pick one enemy model about 3&amp;quot; away that lost wounds by this model and roll D6: On a 2+, that enemy suffers D3 MW. Made specifically to screw over monsters and heroes with annoying damage mitigation.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Sinustrous Hand&amp;quot;&amp;gt;&lt;br /&gt;
If the user kills any non-vehicle in the Fight phase, it heals D3 wounds. What, was the Soulstealer sword not enough healing for you?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Herald of Slaanesh:&#039;&#039;&#039; &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tranceweaver&amp;quot;&amp;gt; &lt;br /&gt;
The newly named generic Herald of Slaanesh on foot, oddly renamed from Viceleader to Tranceweaver. Sadly, the official miniature is still resin only but easily converted from various Slaanesh plastic kits. She&#039;s fairly speedy at 9&amp;quot; movement and is a Psyker who can cast/deny 1 power, knowing Smite and one power from the Soulstain discipline. Alongside her herald-based re-roll 1s to wound aura, the special aura gives {{W40kKeyword|Core Daemonettes}} who roll a natual 6 to wound a bump in AP, which is...not quite as necessary considering that they get AP-2 on those claws, but it does negate Armour of Contempt.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tormentbringer on Seeker Chariot&amp;quot;&amp;gt;&lt;br /&gt;
Tired of having very fragile Heralds? Have this fairly fragile one. With the Steed of Slaanesh going Legends, these are now your budget mounted heralds. The regular Seeker Chariot variant is now 100 pts, and like all Slaanesh units, it is a bit of a glass hammer. 12&amp;quot; move, T5, a 5+/4+ Save, and 7 wounds to let it hide behind screens gives you a mobile leader, but it will crumble if it gets focused down, -1 to hit from ranged attacks be damned. There is some potential for play if you give the Herald the Slothful Claw relic. Otherwise, you are looking at six S4 AP-2 D2 attacks and four Malefic attacks at S4 with no AP from the steeds pulling the thing. If you manage to charge, you can cause mortal wounds to enemy models within 1&amp;quot; on a roll of a 5+ on 4d6 and gain two extra attacks, which just reinforces the units roll as a chafe cleaner. Charge into a screening unit, clear it out, and hopefully your Keeper of Secrets will have a clear path to something important. All in all, you are paying some extra points for extra toughness and wounds, a few extra attacks, a small chance of mortal wounds when charging, and, most importantly, a bigger base, which means his aura of +1S is bigger. It&#039;s probably the best Herald, but it&#039;s hard to maneuver, so be careful.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tormentbringer on Exalted Seeker Chariot&amp;quot;&amp;gt;&lt;br /&gt;
Sadly inferior to the smaller chariot. On paper, it starts off nice. With 16 attacks in melee (8 from the Herald&#039;s ravaging claws and 8 from the mounts) it would seem to be a strong melee threat. Furthermore, the larger base size means more Daemonettes will be benefitting from your auras. Then you run into the problem of getting it to your opponent&#039;s battle line. Having 12 wounds looks nice, but that means you can&#039;t hide behind a blob, and if you lose half your wounds (and it will be soon enough, trust me) it becomes slower and worthless in melee because of degrading stats. To seal the deal, it costs 20 points more than a normal Herald on Seeker Chariot with no other benefits. Avoid this.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tormentbringer on Hellflayer&amp;quot;&amp;gt;&lt;br /&gt;
For 10 pts more than a Herald on a Seeker Chariot, you get a unit with all the Seeker Chariot&#039;s strengths while being slightly better at tackling MEQs. The Hellflayer replace the Scything Impact rule with a unique weapon: the Bladed Axle. This is stronger than the rest of the vehicle&#039;s attacks at S+2 AP-2 D2, but it&#039;s helf back by being Malefic 4, so you can&#039;t rely on it to kill a whole combat squad of marines. However, charging gives this axle Malefic 6, making said wipes come more easily.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Herald of Slaanesh on Steed of Slaanesh (Legends)&amp;quot;&amp;gt;&lt;br /&gt;
Sadly consigned to oblivion in Legends. A basic Herald mounted on a Steed which grants 14&amp;quot; movement, re-rolling charges, and +1 wound for 85 pts. Taken in a Slaanesh Daemon detachment she has a 6&amp;quot; aura which allows units to advance and charge in the same turn. The Legends update finally gives her Ravaging Claws with S: user/AP-1/Dmg 2/Counts as AP-4 on a wound roll of 6. Which can now be swapped out for the Slothful Claw relic.&lt;br /&gt;
**Even less useful now, as the Herald got none of the updates from the codex. It still relies on (irrelevant) Quicksilver Swiftness and doesn&#039;t get any of the new Daemon rules. It also gains nothing from any of the other buff auras due to keyword fuckery.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Contorted Epitome&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Mirror, mirror, on the wall, whose ass is going to be fucked up worst of all?&amp;quot; 2 heralds riding on a magic mirror that acts as a psychic turret, casting and denying two powers per turn. Taken along with an Infernal Enrapturess and Fiends it can provide excellent Psychic Defense. It also has a 2+ save against mortal wounds that protect it further from enemy psykers, and enemy units including fliers that get within 6&amp;quot; of it need to roll a Leadership score on a 3d6 or else have their movement cut in half and take -1 to hit anything, making them effectively sitting ducks against the oncoming tide of Fiends and Daemonettes.  Be sure to take Phantasmagoria for its 12&amp;quot; penalty aura of -1 LD as one of its powers. There is only ~37.5% chance to roll lower than LD10 on 3D6 and pass the test. Debuffing LD even by -1 reduces the chance of an LD7-8 unit escaping to ~26%, and if you recall Daemonic&#039;s 6&amp;quot; Leadership debuff aura, you&#039;ll realize just how devastating this can be. Anything LD7 would effectively be stuck as they only have a ~0.46% chance to escape. &lt;br /&gt;
**Don&#039;t count this out as a beatstick! Aside from the eight attacks made by the Heralds&#039; claws, you also get a Malefic 3 attack from the various unpleasantness of the portal, giving S+1 AP-2 D3 attacks to help take down Primaris with ease.&lt;br /&gt;
**But the Contorted Epitomes isn&#039;t just an extra killy Daemon Prince it&#039;s also an amazing Psyker. What really makes the Mirror powerful is its synergy with the Infernal Enrapturess and Fiends. Because of its speed, the Epitome is best taken alongside chariots, fiends or seekers. If you&#039;re running swarms of Daemonettes, take Syll&#039;Esske if you have the extra points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Infernal Enrapturess&amp;quot;&amp;gt;&lt;br /&gt;
Rather than frontline combat, the Infernal Enrapturess provides powerful sonic fire support with her Heartstring Lyre, a dual profile gun that&#039;s either an Assault 6 18” S4 AP-1 D1 assault rifle or an Assault 1 24” S8 AP-3 D3+d3 shotgun. But wait, there&#039;s more! Her Discordant Disruption ability causes enemy psykers within 24” to suffer Perils of the Warp on any doubles. While not as powerful with the loss of the Fiends&#039; constant anti-psyker power, it remains a deterrent against careless psykers. Finally, she has the Harmonic Alignment special rule, allowing you to resurrect a single slain {{W40kKeyword|Slaanesh Core}} model or d3 Daemonettes within 6&amp;quot; to top off the ranks.&lt;br /&gt;
*Perhaps you&#039;re not surprised, but this also has the {{W40kKeyword|Warp Locus}} keyword, making it great for supporting deep-striking daemons.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;[[Shalaxi Helbane]]:&#039;&#039;&#039; TACTICAL WHORE, INCOMING! Slaanesh is at long last getting a named Greater Daemon (that isn&#039;t the super powerful uber number one overpriced)! Her Soulpiercer spear is a ridiculous Sx2 AP-4 Dd6, and if it scores a 6 to wound against a character it always does the full 6 damage. She also wears the Cloak of Constriction, which imposes a -1 to wound against enemy melee attacks, which nicely complements the hit penalty she shares with the standard Keeper of Secrets. Delicate Precision allows her to re-roll wound rolls of 1. While Monarch of the Hunt allows her to move 6&amp;quot; during a pile in or heroic intervention as long as it is towards the nearest enemy character. If you make her your warlord she must take Quicksilver Duelist which allows her to re-roll to hit and wound enemy characters. Finally, she can take either a Living Whip: 6&amp;quot;/S6/AP-2/Damage 2/Assault 6/attacks from this weapon can target enemy units within 1&amp;quot;; for 240 pts. Or a shining Aegis: roll D6 whenever the model takes a wound on a  6+ the wound is ignored; mortal wounds are ignored on a  5+; for 250 pts. Since she has Delightful Agonies as a psychic power skip the shield and take the living whip instead. Counterpoint - the shield is viable as there are a lot of other excellent Slaanesh powers that make you a beast in cc (looking at you hysterical / symphony). Plus the shield looks dope as hell.&lt;br /&gt;
*&#039;&#039;&#039;[[The Masque of Slaanesh]]:&#039;&#039;&#039; Due to the changes in how characters work, the Masque is finally granted the protection of hiding behind a blob of Daemonettes. As well as gains a stunning new plastic model. She can advance or fall back and charge in the same turn, and she forces a -1 to-hit penalty against enemy attacks that target a Daemonette unit within 6&amp;quot; of her in the fight phase (and she has the DAEMONETTE keyword, so that applies to her too). Also, if she&#039;s locked in combat with something, you add 1 to hit against the target unit. Her Ravaging Claws are now S: user and AP-2, with DMG 2. Her cost increased in MFM21 going from 78 pts to 85 pts. If your running Mono-Slaanesh, you should always be taking her. She combo very well with Syll&#039;Esske in a massive swarm of Daemonettes.&lt;br /&gt;
*&#039;&#039;&#039;[[Syll’Esske]]:&#039;&#039;&#039; 200 points and so 15 more than a fully kitted out DP, let&#039;s see what they get. For starters, as a Prince and Herald mix, they get the aura abilities of both, rerolls of 1 to hit and wounds for core is pretty nice. Statline wise, Syll&#039;Esske is also a mix of Herald and DP (on foot, but with the +2 movement baked in, moving them to 10&amp;quot;). Syll&#039;Esske&#039;s shooting is based off of the herald, who has a 3+, Strength too. Everything else except Leadership is off of a DP except for leadership. Which is neither 8 or 10, and instead a 9? Okay. Deadly Symbiosis is gone, instead opting for turning the Scouring Whip into a Malefic 6 weapon. The Axe of Dominion is still the same, but Syll&#039;Esske loosing the +1 Strength Aura turns this into a worse Hellforged Sword at maxing at S:7 vs 8. Overall it seems like Syll&#039;Esske has seen an overall nerf in 9th edition. In fact the only buff they&#039;ve done is let them cast and know an extra power, but not deny an extra one. I guess the best place for Syll&#039;Esske is to save yourself an HQ slot and pal them up with a few units of daemonettes to get the most out of their auras.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Daemonettes]]:&#039;&#039;&#039; The Daemonettes were the best daemon at ripping up armor until 8th came along and made Bloodletters more reliable at it. Their Piercing claws are AP-2, compared to the Bloodletters and their Hellblades which have a higher strength with AP-3 and D2 to rip apart marines in a single swing. This isn&#039;t to say these girls aren&#039;t good at the job, but they have been overshadowed, especially now that MEQs tend to have multiple wounds. They still have more attacks (and at 10 models and 4 attacks per model, you&#039;re rolling for over 40 attacks) and an absurd 10&amp;quot; movement which would make them great... if only they weren&#039;t so frail! Instead, use them like you would Genestealers - throw something else at TEQs while you use these girls to overwhelm some camping shits in cover. Daemonettes rely on getting into combat &#039;&#039;fast&#039;&#039; so be sure you get them stuck in quickly, especially if you deep-strike them.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Fiends of Slaanesh]]:&#039;&#039;&#039; S5/T4/W4 with four AP-4 D2 claw swipes and a Malefic 1 tail with AP-3 D3. With 4 attacks a turn, they are good at fighting multi-wounds units... but that&#039;s not their main role. Their role is more to frustrate as their Soporific Musk makes enemies engaged with them take -1 to hit, absolutely infuriating and will keep them tied up for a surprise reaming from a Keeper or Daemonette pack. They sadly lost the ability to tie up enemies by making them unable to fall back, but you&#039;re so fast that you can immediately rush them regardless.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Seekers of Slaanesh]]:&#039;&#039;&#039; They&#039;ve lost their innate Advance and Charge rules in the new codex but they still have access to the rules with the new loci ability. Instead, their Unholy Speed rule now allows them to re-roll charges. Holy smokes, that&#039;s an impressive threat range of 32&amp;quot; (33&amp;quot; with an instrument of chaos, since you still can&#039;t declare charges outside 12&amp;quot;), and an average of 26,5&amp;quot;. With 2 wounds each, their role is clear; you can reliably charge turn one and engage stuff you don&#039;t want to shoot, and have just the right stuff not to get completely demolished by overwatch and resist a turn or two. They have the same attacks of the Daemonettes plus 2 attacks from the mount, but don&#039;t expect them to kill too much, especially without a Herald to back them (you can have one, but since Seekers will run as close as the enemy as possible, it&#039;s risky. If the Seekers get destroyed, you will most probably lose the expensive Herald too). In general, if you play mono-Slaanesh you want a big unit of those girls.&lt;br /&gt;
*&#039;&#039;&#039;[[Hellflayer]]:&#039;&#039;&#039; It&#039;s nice to see that the Hellflayer finally has a role on its own, instead of being &amp;quot;just a Seeker Chariot with an extra gimmick&amp;quot;. Hellflayers don&#039;t have the Scything Impact of the chariot, but instead, have D6 extra attacks at Sx2 AP-1 D2. High strength attacks are rare in this army, so having another source such as this is welcome. Laugh at the image of an Hellflayer destroying tanks with their blades. They gained +1 attack in the new codex but nothing else.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;[[Seeker Chariot]]:&#039;&#039;&#039; Cheap and flexible. Seeker Chariots have both the piercing claws and the lashes of torment (which can hit in and out of combats), and their Scything Impact ability gives you a slim chance of dealing mortal wounds. They don&#039;t really have a role on their own but are always a nice addition. They gained +1 attack in the new codex but nothing else.&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Seeker Chariot]]:&#039;&#039;&#039; Just like the Hellflayers got some different stuff, now even this is not &amp;quot;just a Seeker Chariot but bigger&amp;quot; anymore. Unlike the Seeker Chariot, this thing have scalable wounds and start with a respectable WS 2+ and 8 attacks, only to lose them when it gets wounded. It no longer caused mortal wounds on 5+ like in the Index, but rather a 6+ like the regular chariot. So it&#039;s more expensive than the Seeker Chariot and potentially far stronger. On full and half wounds, it&#039;s better in every situation. Causing more wounds than a regular chariot. Once it gets to it&#039;s final wound bracket, the regular chariot is better; but by this point, it&#039;s already taken 1.5x the wounds of a regular chariot and is still on the table. Sitting at 80 pts with MFM21; basically take this one if you can spare the 20 points more.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Zarakynel:&#039;&#039;&#039; With our great and glorious overlords at GW writing the imperial armour books Zarakynel has seen a rework, and will still violate all your orifices with joyous abandon. They lost their 3++ in combat for a simple 5+/4+ like any other keeper, but instead gained a -1 to hit from all sources, which is better as the move has been towards giving all units lower ballistic skills unless they&#039;re the bees knees. At 18 wounds they&#039;re still exposed to ranged firepower, but at movement 14&amp;quot; and having extra wounds means that you can run from cover to and not care, although being a Monster will make cover a bit harder to find.&lt;br /&gt;
**Melee is much the same (Zarakynel falls into the category of units that still get to hit on a 2+), just with the... Delicious? improvements. Firstly, the claw attack which you never had a reason to use before, that gets 4 extra attacks with it each fight phase, and at S7 AP-3 D3 its going to do something to those unfortunate enough to be hit. Then there&#039;s the famous Souleater Blade. S9 AP-3 D3 means that Zaraknyel can easily chop through marines with ease, Armour of Contempt be damned. But that is not why you choose the blade. You choose it because on a 4+ to wound you deal 3 mortal wounds instead of normal damage, letting you chop through any manner of damage. This is a big deal. In 9th edition mortal wounds are much harder to come by, and on the whole all units have gained more wounds. So having a weapon which will deal, on average, &#039;&#039;&#039;7.5 Mortal Wounds&#039;&#039;&#039; each time it fights, against all targets, is a big deal. Then there&#039;s the earlier reference to delicious. If Zarakynel kills &#039;&#039;&#039;ANY&#039;&#039;&#039; non-vehicle &#039;&#039;&#039;MODEL&#039;&#039;&#039; in the fight phase they regain D6 previously lost wounds. Against pretty much anything short of demon primarchs, it is simply impossible to kill this unit.&lt;br /&gt;
**For further context, Zarakynel costs 450 points. Guilliman costs around 400 points, and is much slower, doesn&#039;t hit as hard, and comes wrapped with a delicious snack of meatshields. Overall, Zarakynel costs roughly the same as before, but is now balanced for their cost, and will make a joyous addition to any army of debauchery.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#471F5F;&amp;quot;&amp;gt;Fortification&amp;lt;/span&amp;gt;====&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Daemons of Tzeentch&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
The Daemons of Tzeentch surround themselves in layer upon layer of mind-traps and illusions, each mirage shifting into the next. The result utterly confounds those nearby that would do the Daemons harm, and means their attacks are often ineffective.&lt;br /&gt;
&lt;br /&gt;
Tzeentch is the shooting department in the codex while the other gods often footslog to the enemy to kill him in melee. They also specialize in the Psychic phase, with many casting attempts, Denies, and abilities to get them. That doesn&#039;t mean that the bird nutters don&#039;t have a few okay melee units or tricks and with a widespread 3+ save at range they can be hard to kill as well. The problem is that they are utterly exposed in melee, protected by only the weakest saves.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Warlord Traits&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|HERALD}} units can only choose from the first 3 warlord traits. &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Born of Sorcery:&#039;&#039;&#039; +1 to all psychic tests your warlord takes in each psychic phase. This will stack with other modifiers, so it&#039;s great for making the psychic phase better and your Smite hit harder.&lt;br /&gt;
#&#039;&#039;&#039;Incorporeal Form:&#039;&#039;&#039; Enemies take -1 to wound this warlord. Good against everything, you want this on your Lord of Change. Bolters wound you on 6s, AV wounding you on 4s, and even the really big stuff can only ever would on 3s. Strictly better than T8. Your heralds are too squishy to make much use of this; if they&#039;re getting hit, they&#039;re probably dead anyways. The Blue Scribes take this.&lt;br /&gt;
#&#039;&#039;&#039;Fractal Mind:&#039;&#039;&#039; Can cast one per turn while also performing a psychic action. Skip unless the objective demands it.&lt;br /&gt;
#&#039;&#039;&#039;Warp Tethers:&#039;&#039;&#039; Your warlord gains Kairos&#039; {{W40kKeyword|Warp Locus}} keyword and a 12&amp;quot; bubble that lets your units re-roll morale checks, a necessity considering how easily they can break. The Changeling takes this.&lt;br /&gt;
#&#039;&#039;&#039;Lorekeeper of Tzeentch:&#039;&#039;&#039; +6&amp;quot; to the any Pandaemoniac power manifested. Sadly won&#039;t work on Smite anymore and won&#039;t expand the range of any further ranges.&lt;br /&gt;
#&#039;&#039;&#039;Tyrant of the Warp:&#039;&#039;&#039; This warlord never suffers perils, and a nice 5+++ FNP vs MWs on top of that. Naturally, Kairos takes this with his insane amounts of casting.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Stratagems&amp;lt;/span&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blasted Standard (1CP):&#039;&#039;&#039; Used during the psychic phase. Any time a psyker within 12&amp;quot; of a {{W40kKeyword|Tzeentch Icon}} unit rolls a 9+ to cast a power, the nearest enemy within 24&amp;quot; of the icon takes a surprise MW.&lt;br /&gt;
*&#039;&#039;&#039;Burning Warpfire (1/2 CP):&#039;&#039;&#039; Select a {{W40kKeyword|Flamers}} unit during the shooting phase. When using the Flamers&#039; flickering flames or the pink fire, they always deal 9 hits on a unit of 11+ models. As your premier horde-clearers, you can expect no less.&lt;br /&gt;
**Costs 2 CP is used on a unit of 4+ models.&lt;br /&gt;
*&#039;&#039;&#039;Magical Boon (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Tzeentch Psyker}} can cast an additional psychic power this turn. &lt;br /&gt;
*&#039;&#039;&#039;Minions of Magic (1 CP):&#039;&#039;&#039; A {{W40kKeyword|Horrors Core}} unit improves the AP of their attacks to -3 on a natural 6 to hit. Gives a nice extra punch to your firing lines. &lt;br /&gt;
*&#039;&#039;&#039;Relics of the Impossible Fortress (1 CP):&#039;&#039;&#039; Another generic &#039;extra relics&#039; strat.&lt;br /&gt;
*&#039;&#039;&#039;Warp Jaws (1 CP):&#039;&#039;&#039; In the Fight phase, Screamers, Burning Chariots and Fateskimmers add +1 to wound when targeting {{W40kKeyword|Monsters}} or {{W40kKeyword|Vehicles}} with their mount bites. It&#039;s not like you can expect much else from one bite, but it&#039;s at least nice to see them try.&lt;br /&gt;
*&#039;&#039;&#039;Warp Portal (1/2 CP):&#039;&#039;&#039; Use in your Movement phase. Select one {{W40kKeyword|Tzeentch Character}} and remove them from the battlefield. Then, set it back up anywhere that is more than 9&amp;quot; from any enemy models. This counts as its movement. Costs 2 CP on any characters that aren&#039;t Heralds.&lt;br /&gt;
**With how squishy your heroes have become in melee, this has become an escape button more than a surprise assassination tool.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Exalted Lord of Change&amp;lt;/span&amp;gt;====&lt;br /&gt;
As with abilities like Chapter Command, you don&#039;t need to spend CP to make a super-daemon out of a generic Lord of Change, instead it costs points and PL.&lt;br /&gt;
*&#039;&#039;&#039;Architect of Deception:&#039;&#039;&#039; Enemies take -1 to hit this birdman at range. While very costly, there&#039;s nothing more reliable than having the enemy consistently miss out on hitting the broad side of a bird with a lascannon.&lt;br /&gt;
*&#039;&#039;&#039;Master Mutator:&#039;&#039;&#039; At the end of the psychic phase, any enemies already harmed by the birdman&#039;s powers take an additional MW on a 2+.&lt;br /&gt;
*&#039;&#039;&#039;Nexus of Fate:&#039;&#039;&#039; For each turn the birdman is on the board, you gain a CP on a 4+. The cheapest but also the one with the broadest influence if you consider all the strats available.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Relics&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;The Endless Grimoire:&#039;&#039;&#039; {{W40kKeyword|Tzeentch Psyker}} only. Adds an additional step between knowing more powers, as now the bearer must waste a turn to learn an additional power. On the plus side, this can let you learn multiple powers, but there&#039;s no need to use this more than once.&lt;br /&gt;
*&#039;&#039;&#039;Everstave:&#039;&#039;&#039; {{W40kKeyword|Tzeentch Psyker}} only. If this model rolls a 9 to cast Smite or any other witchfire power, the power can&#039;t be blocked.&lt;br /&gt;
*&#039;&#039;&#039;The Impossible Robe:&#039;&#039;&#039; {{W40kKeyword|Tzeentch}} models only. Once per phase, you can negate the damage of an attack that gets past your save. Beware any attempts to cheese that out with a line of lasguns before firing the lascannon, as you get to choose which wound to ignore. &lt;br /&gt;
*&#039;&#039;&#039;Warpfire Blade:&#039;&#039;&#039; One melee weapon of your choosing becomes a relic, adding +1 to its damage and making any natural 6s to wound deal a mortal wound on top of everything else. None of your characters want to be in melee though, so why are you taking this?&lt;br /&gt;
*&#039;&#039;&#039;Ruination:&#039;&#039;&#039; Replaces a rod of sorcery, becoming a 12&amp;quot; Assault 3d3 weapon with S6 AP-2 D3. More rapid-fire mayhem than focused-fire destruction.&lt;br /&gt;
*&#039;&#039;&#039;Soul-Eater Stave:&#039;&#039;&#039; {{W40kKeyword|Tzeentch Psyker}} only. Whenever an enemy is killed by the bearer&#039;s psychic power, they can regain a wound on a 4+ to a max of 6. Nice to make your Lord of Change super tanky. The Impossible Robe is probably better than this, since healing wounds is worse than just not taking damage in the first place.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;HQ&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Lord of Change:&#039;&#039;&#039; Your big spell caster lord. A slightly cheaper, less powerful Kairos. Casts 3 just like Kairos, but only 2 denies. These casts get a +2 bonus that degrades with wounds. Has the Greater Daemon aura that lets {{W40kKeyword|Core Tzeentch}} units reroll 1s to hit. Super durable with the -1 to wound exalted trait, -1 to hit warlord trait, and the Impossible Robe to negate one shot (save it for meltas and railguns).&lt;br /&gt;
**While its staff gives a surprisingly decent melee statline at S6 AP-2 D3, you can also equip with either a second staff for some non-Psychic shooting or a sword that&#039;s a touch deadlier than the staff but has Malefic 3. However, you don&#039;t want to be charging this guy into melee against anything with teeth. T7 and a 5++ won&#039;t take you very far against something like Terminators or Chosen.&lt;br /&gt;
*&#039;&#039;&#039;Herald of Tzeentch:&#039;&#039;&#039; The Heralds very much embody the fragile wizard trope. Each a flimsy S3 T4 with a puny AP-1 dagger (which you can and probably should replace for a staff for much stronger shooting that can demolish marines) and a 6++/3++ save, but they know two powers and can cast twice and deny once. Like all heralds, they gain a 6&amp;quot; aura that lets {{W40kKeyword|Core Tzeentch}} units reroll 1s to wound, with a second bubble that lets Horrors auto-wound on a nat 6 to hit.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Changecaster&amp;quot;&amp;gt;&lt;br /&gt;
Your basic budget footslogger Herald. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fluxmaster&amp;quot;&amp;gt;&lt;br /&gt;
Disc Herald. Same as the normal one, but with {{W40kKeyword|Fly}}, 12&amp;quot; movement, and an additional (weak but Malefic) attack for 60 more points. Though the new auras aren&#039;t quite as powerful for accompanying Screamers, Flamers absolutely will be throwing out enough shots to make some crits cash in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fateskimmer&amp;quot;&amp;gt;&lt;br /&gt;
Chariot Herald. A Herald again BUT now with almost two times the wounds AND +2T while still being a character? Check! And the chariot&#039;s 6 Malefic S6 AP-3 D2 Attacks? Check! And 14&amp;quot; movement? Check! Also {{W40kKeyword|Fly}}? Check! He can buy a retinue of Horrors for a +1 to casting checks. A very solid HQ, relatively durable and killy (if he manages to hit something), while being quite the bargain at 140 points.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Named&amp;lt;/span&amp;gt;=====&lt;br /&gt;
*&#039;&#039;&#039;The Changeling:&#039;&#039;&#039; Went from a nice fluffy idea with no real purpose to fuckawesome. Now he can copy the stats (not wounds!) of an infantry model within 1&amp;quot; near him, even the attacks, but most importantly he can copy one weapon profile too, but only from enemy {{W40kKeyword|Infantry}}, so no stealing from Dreadknights. It now can take on a lot of characters, beat them with their own weapons and can actually come out on top of them with its 4++ save. Also, it grants a 6+ FnP for Tzeentch daemons in 9&amp;quot;. Oh and he is a psyker and can cast one spell as a cherry on top. No longer the auto-include the index made him, but still useful.&lt;br /&gt;
**With Formless Horror &#039;&#039;&#039;timing is critical&#039;&#039;&#039;. The ability activates &#039;&#039;&amp;quot;when the changeling fights&amp;quot;&#039;&#039; so be careful about getting preemptively struck while in your original vulnerable form before you get the opportunity to.. you know? fight. This means to look out for opponents who charge you with a good chance of taking you outright. The 1&amp;quot; limit is also something to be careful of as well because unless you can pile in and move across to that big bad dude on the other side of the melee, you might end up being surrounded by opponents who cannot grant you huge buffs. Leaving you just as vulnerable as when you started, then when he gets the opportunity to pile back, you could be in trouble. To avoid this he can sit behind a unit of something (like horrors) and perform a heroic intervention when they get charged. He will be safe from the charging unit as they can only attack their charge target and he can fall back on your turn so they cannot melee him back. &lt;br /&gt;
*&#039;&#039;&#039;The Blue Scribes:&#039;&#039;&#039; S3 T4 W5 FUN anti-psyker, They gift enemy psyker -1 to cast and permanently remove (opponents) failed psychic powers within 12&amp;quot; (Ouch!). They also autocast a mostly-random Tzeentch power every turn, and if they successfully removed an opponent&#039;s power in the last psychic phase they also autocast Smite. As they are not actually psykers themselves, they cannot deny opponent powers- but at the same time, their own powers can&#039;t be denied or trigger Perils, as no psychic test is made for them. Just remember to have them cast first, so they don&#039;t randomly roll something you&#039;ve already used. Actually, the FAQ says that&#039;s not an issue. This makes them a viable choice, but you need to play them precisely to always position yourself to be able to use all of the powers (preferred range - within 12-18&amp;quot; of the enemy and within 18&amp;quot; of a unit you would want to buff with flickering flames or boon of change (i.e. flamers or pink horrors, alternatively even obliterators, daemon engines or tzaangor enlightened).&lt;br /&gt;
*&#039;&#039;&#039;[[Kairos Fateweaver]]:&#039;&#039;&#039; He knows Smite and all Tzeentch powers, has a casting bonus equal to the current turn (+5 to cast in the last turn!) and can choose one opponent&#039;s strategem to cost an extra CP for the rest of the game. Expensive and decent in melee but more importantly he can cast 3 powers and knows EVERY TZEENTCH POWER. Like the rest of the &amp;quot;We were really powerful psykers once. No, REALLY!&amp;quot; characters, the chicken king can deny three times. &lt;br /&gt;
** A few things to keep in mind when comparing Kairos to a regular LoC. Kairos will hit with higher strength in close combat, hitting at S8 compared to the LoC&#039;s S6/7 making him better in fights against VEQ&#039;s, but he can&#039;t take Relics, he can&#039;t take Exalted Traits, and the Warlord Trait he is forced into is fairly mediocre (can&#039;t perils, 5+++ vs mortal wounds). Since the codex limits you to one warlord trait, you&#039;ll probably want him if you&#039;re tooling up one generic Greater Daemon but still want a LoC.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Troops&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Horrors of Tzeentch&#039;&#039;&#039; Greatly changed from their previous incarnations, when a Horror is killed it splits into smaller horrors and also stays part of the same unit. Though you no longer have to pay for this division, you do now have to roll a 4+ on each death for it to succeed - needless to say, the moment you get charged, you&#039;ll absolutely be praying that you make those splits because that 6++ save and T3 will see them torn to bits. The unit is now automatically locked to a default size of 10, but on average that means a Pink unit turns into 10 Blues and then 5 Brimstones, or 25 bodies total, which is nothing to simply pass up (starting at 10 Blues simply proceeds, on average, to 5 Brimstones). They have 2 18&amp;quot; ranged attacks but have sadly lost their traditional ability to become budget psykers.&lt;br /&gt;
**All horrors are M6 T3 W1 DSv 6++/X++.  They are armed with Coruscating Flames: 18&amp;quot; Assault 2 S+1 AP-1 D1.&lt;br /&gt;
**&#039;&#039;&#039;Pink Horrors:&#039;&#039;&#039; Have gotten even more expensive at 14ppm. Shoots at S4 and BS3+, and having at least 1 in the unit is necessary for performing actions and retaining Objective Secured. DSv 6++/3++. Considering you get ten pink horrors in the regular kit, 10 blue horrors (you need 20 in theory), and 10 brimstone horrors (also 20), you have to buy 2 kits in case you roll hot. At current retail price, that would cost approximately $114 and $228 for the brimstones/blue horrors, making the total about $342 + tax. Whilst very fluffy, it is impractical for anything outside of an apocalypse game as they will definitely not perform up to their point costs and losing a single pink horror in the morale phase would be devastating. &lt;br /&gt;
**&#039;&#039;&#039;Blue Horrors&#039;&#039;&#039; Like a Pink Horror with -1 BS/WS/S/Ld/ranged DSv (-2 Ld relative to the Iridescent leader), but also does not really cost anything either, at 7ppm. Only given a 6++/4++ now, if you wanted a Tzeentch tarpit you have no better option. Not only do these units have no ability to perform actions, but they also lack ObSec so they&#039;re singularly dedicated to being tarpits.&lt;br /&gt;
**&#039;&#039;&#039;Brimstone Horrors&#039;&#039;&#039; No longer available as their own unit, instead only appearing on a successful split roll for a Blue Horror. Not only are they subject to all the handicaps the Blues get, they are also even weaker now at a pathetic S1 Ld4 DSv 6++/5++, so you can&#039;t even expect them to fight back, much less shoot.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Elites&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Flamers&#039;&#039;&#039;: For now, arguably the best unit in all of 40k; with a 12&amp;quot; movement and shooting D6+3 S5 AP-2 torrent of magical fire (the codex improving the Flamers into being beefed-up Heavy Flamers), but their melee prowess has become laughable as their save has degraded to a 6++ in melee while their shooting save was improved to a hefty 3++. The Q1 2023 Dataslate decided to nerf them further by making their attacks need to hit normally, reducing their damage output.&lt;br /&gt;
**&#039;&#039;&#039;Note:&#039;&#039;&#039; their weapon strength is S:user, which means a nearby Exalted Flamer will give them S6. A squad of 5 5D6+15 S6 shots, and you can take 3 squads. These are going to eat most infantry for breakfast. With a herald nearby for reroll 1s to wound and +1 to wound psychic power, these will delete everything your opponent has.&lt;br /&gt;
*&#039;&#039;&#039;Exalted Flamer&#039;&#039;&#039;: A flamer with a brighter flame for slightly less than the cost of a unit of flamers. However, you don&#039;t take these guys for the 2d6 s5 ap-2 attacks, you take them for the 3 S9 Ap-4 D3 Damage mini lascannon shots at 18&amp;quot; range hitting on a 3+. Also, the single model is a character.  Take these guys behind those units of brimstones to prevent them from being shot.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Fast Attack&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Screamers of Tzeentch:&#039;&#039;&#039; They&#039;re still fast Flyers and are monster/tank hunters. When flying over a unit, Roll a D6 for each passing Screamer and on a 6 the unit suffers a mortal wound. On top of each making 3 Lamprey bites that are S+2 (S6 or 7) AP-3 and do 2 Damage. They have little defense (T4, W2, InvSv 4++). They are pretty good once again. A unit of 6 (158 pts.) Could easily rip apart most infantry and hunt tanks with their Warp Jaws Stratagem.&lt;br /&gt;
**They are one of the few Tzeentch units that want to be in melee. This makes them natural targets for Boon of Change.&lt;br /&gt;
**The codex is giving them the ability to redeploy whenever they advance, allowing them to bounce anywhere across the board to harass anything you need.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Heavy Support&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Burning Chariot&#039;&#039;&#039; Same as an Exalted Flamer but has double the wounds, a 14&amp;quot; move, worse Weapon Skill, is toughness 6 instead of 5, has a 4+/4+ instead of 6+/3+, and is driven by a pair of Screamers which get to make an additional six hits in combat (at S6 AP-3 D2), all for 110 points. The big trade-off is that it loses the Character Keyword which is one of the best things about the Exalted Flamer which could be hidden behind a wall of horrors and kill tanks. The extra resilience helps to combat the loss, but a couple of lucky lascannon shots will bring it down quickly. Note, it will take on average 10.3 lascannon shots with BS3+ and 13.7 w/BS4+ to bring it down. So it&#039;s not as good as the Exalted flamer with the loss of Character status, but it is a lot tougher than it first appears and makes a half-decent distraction carnifex rushing up the boarding shooting stuff.&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;span style=&amp;quot;color:#01bbe3;&amp;quot;&amp;gt;Lord of War&amp;lt;/span&amp;gt;====&lt;br /&gt;
*&#039;&#039;&#039;Aetaos&#039;Rau&#039;Keres:&#039;&#039;&#039; Good luck trying to pronounce that name! Like Fateweaver, he has an innate +2 to his casting rolls (that gets reduced the more wounds he loses) and knows 3 Pandaemoniac powers and Smite and can deny 3 powers, too. Unlike Fateweaver, this guy gets WS/BS 2+, and T8 W27. Shooting-wise his Staff of Cataclysm is Assault 2d6 S9 AP-4 D3 and can be fired within 1&amp;quot; of enemy models and into melee. Also, if you slay the final model of a unit with 10 or more models (highly likely), you immediately get 3 Flamers of Tzeentch, provided you have the reinforcement points on hand. To further contrast his might with Fateweaver, his smite has 48 inches instead of 36, and if anyone dares to shoot him with a psychic power and succeed on it, roll a d6, and on a 5+ he ignores the power that was cast on him and the caster suffers a mortal wound. Just wait for your opponent to think that they would rather try their luck in melee with him instead of shooting, he&#039;s a monster there too. Be careful though, if an enemy Lord of Change or Daemon Prince comes within 12&amp;quot; of him, roll a die and on a 4+ he must attack that unit with his Staff, ignoring the rules for targeting models (so he can shoot them if they&#039;re a character and not the closest unit, or if he can&#039;t see them). Hilariously, he has the lord of change keyword so he will always hit himself on a 4+, and the staff is actually pretty dangerous against him. &lt;br /&gt;
**&#039;&#039;&#039;Chapter Approved Alternate Take:&#039;&#039;&#039; This guy&#039;s 600 points in Chapter Approved. This guy&#039;s a bit expensive for what he brings to the table now. Pass.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
Here are the daemons any god can take.&lt;br /&gt;
====HQ====&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Chaos:&#039;&#039;&#039; Your classic murder-machine, coming in at S7 T6 with 8 wounds and a 5+/4+ Daemonic Invuln. Even better, they don&#039;t suffer from degrading statlines like the Greater Daemons do. They can also buy wings and another weapon to make them even deadlier. Double Talons have become the cheap horde option, though AP-1 means that Armour of Contempt can ruin their turn. If picking between the sword and axe, pick the sword if you&#039;re intending to go against a lot of heavy armor units and pick the axe if you intend to target high toughness monsters. DPs are a very good all-round unit in a codex with otherwise specialized units and can compensate the respective god&#039;s weakness.&lt;br /&gt;
**They must choose allegiance to a Chaos god and gains a special perk for it, considering how the big four no longer have any overarching rules for their daemons. They all can become psykers except for Khorne-aligned princes, which gain +1 Strength and +2 Attacks to compensate for their lack of psychic potential. Tzeentch in particular prefers them to be psykers as princes can now cast twice in a turn and know an additional power from their discipline. Nurgle and Slaanesh in the meanwhile just give +1 Toughness and +2&amp;quot; Movement respectively.&lt;br /&gt;
**Note: Being a large beast with 8 wounds, they have a very important role in your army--forcing your opponents to choose between shooting your big scary Greater Daemon who is scary by itself but has a useful but slightly meh aura, or trying to shoot down your hordes of Lesser Daemons that are protecting a monster that is almost as scary. Bonus points if you can also have a Herald in there too.&lt;br /&gt;
**&#039;&#039;Important Note:&#039;&#039; Fly again allows models to move across enemy models while charging. However, flyers can no longer block movement, and a demon prince that flies into ruins in the movement phase can still be stuck there in the charge phase. It also makes them a visible target for the multitude of strats that do target flying enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Be&#039;lakor:&#039;&#039;&#039; The Dark Master has taken a price hike, but he still has his good points. He is now effectively a greater daemon masquerading as a daemon prince, complete with that degenerating statline and the {{W40kKeyword|Supreme Commander}} keyword. All attacks against him take a -1 to hit and wound penalty and cannot reroll failed hits. Finally, any ranged attacks that actually wound him have their damage reduced by 1. He knows 2 psychic powers from his own super-special discipline, and can cast 2 powers compared to the DP&#039;s one. He lost access to the whole of Malefic which is really sad, but he&#039;s an excellent psychic nuker that can buff Daemons of any allegiance.&lt;br /&gt;
**As Be&#039;lakor all four gods&#039; keywords, allowing him to nominally be usable in any mono daemons detachment and keep the rest of the detachment buffs. That said, he&#039;s not likely to benefit from any of it and he forbids using any other daemon princes. In fact, he hates other daemon princes so much that he can re-roll to hit and wound another daemon prince he fights.&lt;br /&gt;
**As of the new codex, he now has his own unique WT. All it does is let a single {{W40kKeyword|Core}} unit within 9&amp;quot; re-roll to hit, which is a bit of a step up from Charadon since this is no longer exclusively tied to just his super-special fanclub.&lt;br /&gt;
**Be&#039;lakor&#039;s Blade of Shadows has been tweaked to have two different attack modes. Sweeping Strikes is the horde-buster, acting like a Power Sword which makes two hit rolls per attack. Piercing Strike is what you take when you need something dead RIGHT NOW, with S+4 AP-4 D3+d3 and the ability to outright negate invulnerable saves.&lt;br /&gt;
&lt;br /&gt;
====Fast Attack====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Furies&#039;&#039;&#039; Furies are no longer in the codex. Weep for them, for this loss is particularly confusing seeing that they recently got new models.&lt;br /&gt;
&lt;br /&gt;
====Heavy Support====&lt;br /&gt;
*&#039;&#039;&#039;Soul Grinder&#039;&#039;&#039; Your heavy fire support platypus. Heavy because it comes with 16 wounds and a 5+/4+ save plus it can be whatever mark you want (e.g. Nurgle for that +1 Toughness or Tzeentch for 4+/4+ save against all those nasty heavy weapons out there). Fire Support because it gets you two 36+” high strength okay-AP weapons. With a move of 8&amp;quot; it can keep up with other more vulnerable stuff and draw some fire while returning some, with Slaaneshi grinders becoming more like skittering death machines. Moving into 9th may have given the Soul Grinder a small boon, all for being a vehicle. As it stands, it ignores the heavy rule, so the SG may have become a viable battering ram at range and melee for Daemon armies, especially given its propensity not really caring about a degrading BS. It still doesn&#039;t shoot good, but now it&#039;s not as bad as it was.&lt;br /&gt;
**The new Codex has given you a reason to stick with the warp sword over the warp claw. The claw now gives you Malefic 4 at S8 AP-2 D2 while the sword&#039;s Malefic 2 with S8 AP-3 D3+d3, meaning the claw has more value against crowds while the sword&#039;s for popping tanks. However, Malefic also means that you can only make a set number of attacks. For the rest of the fight phase, you&#039;re stuck with the iron claw, a power fist-like weapon let down by its swingy d6 damage. Fortunately, you have five swings with it, and going to Khorne gives another two attacks to go ham with.&lt;br /&gt;
*&#039;&#039;&#039;Giant Chaos Spawn&amp;lt;sup&amp;gt;Legends,Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Got some buffs from Warhammer Legends: S/T6, degenerating BS, an 8+D6 move to start and churning claws and fangs hitting with AP-2 and dealing 2 damage apiece. The GCS retains its 6+d6 attacks to start, 4+ and 5++ saves from the last time. The big reworking is the special rules now that most of the stats are no longer randomized. You get a similar mutated beyond reason rule to regular gribbly beasts getting either AP-4 attacks, +6 attacks (as opposed to +D6) or re-rolling to-wound rolls at the whim of a d3 at the start of the fight phase. Additionally, the GCS causes -1 Ld to all models in engagement, not just enemies... eep! At 150 pts. a model, the changes to stats are nice but they no longer regain wounds, which makes them a bit more frail. You can summon them to save them from being shot to ribbons, though their PL went up from 5 to 7 - still doable, but the next one is arguably a bit better and costs 10 pts. less.&lt;br /&gt;
*&#039;&#039;&#039;Spined Chaos Beast&amp;lt;sup&amp;gt;Legends,Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The other generic Forgeworld HS beasty kindly buffed by Warhammer Legends: Forgeworld. Retains its S/T of 7 and 6 respectively from previous editions along with its 5++ while gaining 12 wounds in the process and a 4+ save. The beast starts with M10, WS3+ and a whopping 8 attacks. Mercifully, WS no longer degenerates and the volume of attacks paired with the damage output of a beast is rather staggering. If the degenerating stats still irks you, you can summon it even more reliably at PL8. It also has to be aligned with one of the gods, gaining that god&#039;s deamon rule, so this time, the Nurgle beast isn&#039;t terminally useless and can absorb mortal wounds. And then it gets three new weapons: &lt;br /&gt;
**&#039;&#039;&#039;Jagged Claws&#039;&#039;&#039; - your standard attack, for ripping apart things, dealing 2 damage apiece at with an improved -2 AP and you get two bonus attacks for using this one. Warhammer Legends upgraded the attacks to make them scarier for Primaris Marines, Tau Battlesuits and now dedicated CC squads.&lt;br /&gt;
**&#039;&#039;&#039;Tusked Maw&#039;&#039;&#039; - changed to dealing a flat 3 wounds at Sx2 and -3 AP. You can&#039;t regain a wound from biting people anymore but you&#039;re not limited to only one attack either - that&#039;s right, you can chomp to your attacks characteristic. Given the strength and damage of this attack coupled with the attacks leveled by a beast, this is the preferred attack against vehicles.&lt;br /&gt;
**&#039;&#039;&#039;Warp Spines&#039;&#039;&#039; - MASSIVELY reworked. Whenever it finishes a charge move, pick an enemy unit in engagement range and roll a D6: on a 3+, deal D3 mortal wounds and deal 3 mortal wounds on a 6. Far more deadly and less janky than it was before, you can soften up an enemy before you even start attacking - which is nice.&lt;br /&gt;
&lt;br /&gt;
==Armies of Renown==&lt;br /&gt;
The new version of the specialist detachment, introduced in the Book of Rust.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
====Disciples of Be&#039;lakor====&lt;br /&gt;
&lt;br /&gt;
Introduced in the Tome of Fire and again in the 9E Codex, this is essentially your answer as to how you can run a combination daemon-CSM army. This isn&#039;t the wet dream you&#039;re thinking about, however. The big drawback is that this army is a very undivided-heavy one, to the point of potentially being obstructive while not allowing those that are aligned to operate at full capacity but providing some defensive perks. It also focuses heavily upon the big guy himself, as he is the uncontestable warlord here.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039; Sit down, there are a &#039;&#039;lot&#039;&#039; of them.&lt;br /&gt;
** Be&#039;lakor is your warlord. &#039;&#039;&#039;NO QUESTIONS. NO EXCUSES.&#039;&#039;&#039;&lt;br /&gt;
*** You cannot bring ANY greater daemons, any marked marines, or chaos titans. NONE. No Daemon Princes either, though Big B never let you anyways. Heralds and undivided CSM HQs are still fair game though. All units that aren&#039;t {{W40kKeyword|Unaligned}} or {{W40kKeyword|Buildings}} gain the {{W40kKeyword|Disciples of Be&#039;lakor}} keyword.&lt;br /&gt;
***You can attach a {{W40kKeyword|House Corvax}} knight as a Superheavy Auxiliary Detachment, gaining all the benefits from the house despite only being one unit. If this unit takes a Blessing of the Dark Gods, they must take Blessing of the Dark Master.&lt;br /&gt;
**All psykers can learn powers from the Noctic Discipline.&lt;br /&gt;
** When taking daemons, you NEED to have a unit of daemons from each god before you can opt to select a second unit from any god, barring Big B himself and any aligned CSM. This is going to be the biggest pain for this army.&lt;br /&gt;
** Any Daemon units gain the {{W40kKeyword|Daemonic Disciples}} keyword. You can still use Warp Storm powers even though you might have non-daemon units included. God-exclusive ones are still out of reach though.&lt;br /&gt;
** Any CSM units gain the {{W40kKeyword|Legion Disciples}} keyword and can take any generic CSM stratagems, WTs, and relics.&lt;br /&gt;
*** Note that we said &#039;&#039;generic&#039;&#039;. You cannot join any legions for this and this rule is essentially replaced with Disciples of Shadows. Any enemies shooting from beyond 12&amp;quot; away take a -1 to hit and your units add +1 to their combat attrition checks.&lt;br /&gt;
*** So as to block cultist spam any further, you can&#039;t take more cultist units than you can {{W40kKeyword|Traitoris Astartes Infantry}} units in your army.&lt;br /&gt;
** Despite all the intermingling rules, you still need to split your daemon and marine armies into separate detachments. Not like there was any benefit from mixing them together anyways.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Shadow Pact (1 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Legion Disciples Infantry}} unit that isn&#039;t marked during your command phase. This unit can gain either +1 attack, a 5++ save, +1 toughness, or +1 to movement and advance/charge rolls for the turn. That&#039;s right, you&#039;re making washable tattoos outta those (8E) marks!&lt;br /&gt;
**&#039;&#039;&#039;Daemonic Boon (2 CP):&#039;&#039;&#039; Select one {{W40kKeyword|Legion Disciples}} unit that isn&#039;t a vehicle and is within 6&amp;quot; of a {{W40kKeyword|Daemonic Disciples}} during the fight phase. The mortals add +1 to their Strength and automatically wound on a natural 6 to hit.&lt;br /&gt;
**&#039;&#039;&#039;Legions of Shade (1 CP):&#039;&#039;&#039; At the start of the movement or charge phase, you can make one {{W40kKeyword|Disciples of Be&#039;lakor}} essentially invisible, capable of running through other models without a care in the world.&lt;br /&gt;
**&#039;&#039;&#039;Mortal Boon (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Daemonic Disciples}} unit within 6&amp;quot; of a {{W40kKeyword|Legion Disciples}} unit during the morale phase. This unit of daemons will automatically pass all morale checks with a natural 1, making them hold on at all costs. This is especially helpful because Daemons do not have good Leadership, even with icons.&lt;br /&gt;
**&#039;&#039;&#039;Draught of Terror (1 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Daemonic Disciples}} unit during the morale phase. They gain a 6&amp;quot; aura that affects enemy units. If any enemy models flee, your unit regains a wound, potentially resurrecting a model at one wound if you&#039;re missing any models but everyone&#039;s topped off. Since summoning is now more of a hassle, you&#039;ll be relying on this to maintain your daemonic hordes.&lt;br /&gt;
**&#039;&#039;&#039;Blessing of Be&#039;lakor (2 CP):&#039;&#039;&#039; Pick one {{W40kKeyword|Disciples of Be&#039;lakor}} unit during any phase while the big guy&#039;s on the field. If they fail a save, this negates the attack. Since this works on only one attack, this is best used to cancel out any crits or if you want to laugh at lascannons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
The following is outdated, please update.&lt;br /&gt;
===The Bloodletter Bomb===&lt;br /&gt;
Let&#039;s get this bad boy out of the way: 20-30 Bloodletters with the Banner of Blood tearing out of the warp 9 inches away from your opponent&#039;s line and charging 3D6 (don&#039;t forget the nearby character to re-roll that charge). Really, that&#039;s it. Plug a Patrol Detachment of a Herald and Bloodletters (Icon + Instrument) into any army and clear away those pesky chaff units, or fold in the side of your opponent&#039;s line. Regardless of what you throw this at, your opponent will spend their next turn trying to clear it away, which leaves the rest of your army free to run wild. It costs you 2-3 Command Points to pull this off with one unit depending on the size of it.  &lt;br /&gt;
*&#039;&#039;&#039;Why Bloodletters?:&#039;&#039;&#039; Because they have better offensive power than any other Daemon troop choice, are cheap as dirt, and get a 3D6 charge with potential re-rolls. Bloodletters get +1S and +1A on the charge and with 20+ of them, they hit on 2+ and wounds on 6+ double damage. This means 50 hits on S5 on AP-3! 33 wounds on most enemy units and 17 wounds on most vehicles - it&#039;s dead, Jim. Oh, and if it&#039;s not, spend the Khorne stratagem to fight again (at the end of the fight phase) and warp surge to make your enemy having to invest heavily into removing this unit in the heart of his lines. &lt;br /&gt;
*If you want to spend less CP, consider adding some token CSM support so you can access the Termite Drill, which RAW can carry the Bloodletters and let them deepstrike with it.&lt;br /&gt;
I feel that is an auto-include.&lt;br /&gt;
*This tactic is possibly the killiest in the game. [[Anal Circumference|On &#039;&#039;&#039;average&#039;&#039;&#039; a 30 man unit of Bloodletters and a Blood Throne w/ the Crimson Crown will kill &#039;&#039;&#039;80&#039;&#039;&#039; GEQs, &#039;&#039;&#039;53&#039;&#039;&#039; MEQs, &#039;&#039;&#039;26&#039;&#039;&#039; TEQs or &#039;&#039;&#039;3&#039;&#039;&#039; Leman Russ Battle Tanks.]] [[Rape|Plus an average of 0.33 Mortal Wounds for each nearby model.]] [[Cheese|All for only 390 points and 4-6 CP.]]&lt;br /&gt;
&lt;br /&gt;
===Bloodcrusher Bomb?===&lt;br /&gt;
While not as board control as the Bloodletter Bomb, Deep Striking Bloodcrushers gets them into position out the gate as full strength. And hey, it&#039;s not like you can&#039;t also give them a Banner of Blood alongside your other Bomb. 1CP for 3 Crushers, 1CP for the banner, 1CP to inflict MW on a charge, and then you Deep Strike in Skulltaker nearby (8&amp;quot; aura) for the +1 hit rolls. Food for thought...&lt;br /&gt;
*&#039;&#039;&#039;Alternate Opinion:&#039;&#039;&#039; Bloodletters are better bombs. It&#039;s less that Bloodcrushers are bad, but it&#039;s simply the case that Bloodletters are better. As well as being far cheaper (at 7pts), they&#039;ll produce an even greater number of attacks than the Bloodcrushers. The Bloodcrushers larger base size might also make deep striking them an issue. Since Bloodletters can charge 3d6+1 (re-rolling charges in pure Khorne detachment), just 20 of them deliver &#039;&#039;&#039;41 hits at 2+ str 5 and ap-3&#039;&#039;&#039;. At a cost of only 197 points (with 2 icons and 2 instruments), on the other hand, a minimum squad of Juggernauts (at 120 points) produces 19 attacks (with 13 at str 6 and a-3/ and 9 at str 7 -ap1).&lt;br /&gt;
&lt;br /&gt;
===The Pink Horror Blob/Bomb===&lt;br /&gt;
A shooty way to clear any chaff that might stand in the way of your other deep striking units. 20-30 Pink horrors supported by a daemon prince with the Demonspark warlord trait and a tzeentch herald. This gives you 90 shots at S4 18&amp;quot; range, re-rolling 1s to hit and to wound with +1 to wound from flickering flames (Optional: Boon of change to have a chance of being S5 on the horrors or a Mutalith Vortex Beast can give you a further +1S). There are two options of running them: starting on the table and forcing the opponent to deal with them and activating warp surge to absorb A LOT of damage with that 3++ on 7 pts models.  Alternatively they can deep strike and shoot stuff off the table. Since their shooting attack is 18&amp;quot; assault you don&#039;t have to deepstrike them right next to a unit.  Also, if you have second turn and your opponent isn&#039;t just sitting back in their deployment zone, you could even deepstrike them turn 1 in your deployment zone and hit a unit.  They won&#039;t be expecting that.&lt;br /&gt;
&lt;br /&gt;
===Plaguebearer Infestation/Bomb===&lt;br /&gt;
Take a unit of Plaguebearers w/ Plague Banner, a Poxbringer w/ Virulent Blessing and a Spoilpox Scrivener. The Scrivener gives +1 to hit with 7+ allowing for more attacks, while the Poxbringer gives + 1 Strength and +1 to wound, with 7+ allowing for double damage. Finally, Locus of Virulence gives another +1 damage on a 6+ and the Plague Banner makes their swords D2 for one round, resulting in a maximum of &#039;&#039;&#039;6 Damage&#039;&#039;&#039; on a roll of 7+. This results in a unit that hits of 3s, wounds elite models like Russes on 4s and does an average of 3.67 Damage per wound with the Banner (2.33 Damage without). As such, a blob of 30 Plaguebearers will makes 31 attacks, 20.67 hits, 10.33 wounds and deal [[Rape|37.89 Damage total]], [[Cheese|enough to kill 3 Russes in one round.]]&lt;br /&gt;
*If you don&#039;t want to spend 3-4 CP to drop the Plaguebearers, consider taking a squad of 10 + the Heralds in a Termite. This is still enough to alpha-strike one Russ equivalent, along with whatever the Termite manages.&lt;br /&gt;
&lt;br /&gt;
=== The hidden Daemon Prince(s) ===&lt;br /&gt;
Daemon Princes are one of your rare options to take on vehicles and similar stuff. They are mobile, customizeable and can do some warp stuff too and they are only 8 wounds and therefore can hide behind other units. Most armies will have a few of them. Take 30 plaguebearers with a scrivener and advance over the table and bubble wrap your 3 or more daemon princes so that your enemy has to waste his precious las cannons on your cheap plaguebearers and then jump out of hiding with 12&amp;quot; movement and kill his elite stuff. If you form a wide oval formation in the center of the table your flying DPs can run around and still hide while your buubble wrap charges and binds stuff here and there. Don&#039;t forget your pile in moves to bubble wrap a DP even in combat. Last thing you want is to kill an elite unit shout out in victory and then see your 200 points DP get shot of the next turn. The oval formation is especially nice with khorne or slaanesh DPs that have better chances to reach enemies with their loci. Combine that formation with some deep striking bombs and the enemy will have multiple big threats in his face.&lt;br /&gt;
&lt;br /&gt;
===Alphabet Chicken Soup===&lt;br /&gt;
Note that this is &#039;&#039;not&#039;&#039; a pure Daemons list, but most of the models/units in it are - you&#039;ll need the Chaos Index, the CSM Codex, and the Imperial Armour Chaos Index to field it, and, if you want to fully explore your options, the Imperial Armour Astra Militarum Index.&lt;br /&gt;
&lt;br /&gt;
With the release of Chapter Approved, the points cost of several of these models have been vastly increased and the strategy described below doesn&#039;t really work anymore.&lt;br /&gt;
&lt;br /&gt;
Two of the most powerful units in the game are Tzeentch Daemons, so..... why not take both?  Use {{W40Kkeyword|Chaos}} as your army-wide Faction binder, then take Magnus and Aetaos&#039;Rau&#039;Keres (the Alphabet Chicken).  The Chicken&#039;s powers are picked for you, since the Tzeentch Discipline hasn&#039;t been expanded to 3 powers yet.  Magnus should take Warptime, so you can get him into melee anywhere on the table, Weaver of Fates, because 3++/re-rolling 1s will keep Magnus alive beyond all reason, and then Death Hex, Prescience, or Diabolic Strength, depending on your local meta - Prescience is useful for Magnus to hit something dodgy, like a Culexus Assassin if he needs to, in melee, while Diabolic Strength will help him delete enemy heavies in melee faster, which is one of his jobs in this list; Death Hex is relatively difficult to cast, but on anything with problematic invuln saves, like Space Marines with Storm Shields, it can be critical to letting your Knight do some proper work.  Without any foreknowledge of your local meta or what your opponents might bring, Death Hex is the safest choice, since it&#039;s the only power Magnus can bring which will help the rest of the army (unless you go for a variant; see below), not counting any Chaos Spawns you make with his Blade.&lt;br /&gt;
&lt;br /&gt;
Since you&#039;re now only 1 Lord of War short of getting 3 CP from a Super-Heavy Detachment, take a Renegade Knight with two Avenger Gatlings, a Heavy Stubber, and an Ironstorm Missile Pod, so you have some anti-hordes dakka.&lt;br /&gt;
&lt;br /&gt;
Then take the Changeling and the Blue Scribes, and 3 minimum units of Brimstone Horrors to screen the Knight, in a Battalion; each unit takes 1 Iridescent Horror with an Instrument, because going from an average Advance of 10.5 to 11.5 is so significant when screening an M12 model.  The Changeling can also be used to protect both Magnus and the Chicken, of course, if they need to take cover.&lt;br /&gt;
&lt;br /&gt;
The net result is &amp;lt;s&amp;gt;2000&amp;lt;/s&amp;gt; many, many points for a 9 CP army that will almost always get the +1 to rolling to go first and punches way above its weight, since it requires incredibly specific counters but is a very general counter to anything it might face - the two big Daemons delete enemy heavies, while the Knight and its small Daemons delete enemy hordes.&lt;br /&gt;
&lt;br /&gt;
There are basically two ways to modify this list: the Blue Scribes, which are only present because they&#039;re a cheap Chaos HQ, and the Knight, who&#039;s there for Dakka.&lt;br /&gt;
&lt;br /&gt;
The Blue Scribes can be dropped for a Malefic Lord, a Smite source and an HQ tax so cheap you can afford a fourth Brimstone Horrors with spare change left over for another 3 Horrors models somewhere, but that will make your Horrors lose Objective Secured, assuming you&#039;re playing with the announced Chapter Approved rules.&lt;br /&gt;
&lt;br /&gt;
The Knight can be dropped for a Renegades and Heretics Baneblade (you&#039;ll need to perform the Scribe to Lord swap to pay for it), or you can pay 3 CP to take the two big demons in their own detachments, and use the Battalion&#039;s Heavy slots for Hellforged Deredeos.  If you do that, you can also swap the Scribes for buffers for the Deredeos: it&#039;s easy to fit a Sorcerer of some stripe in (including Ahriman), and if you commit to &#039;&#039;not&#039;&#039; having them be THOUSAND SONS, a Chaos Lord or Hellwright.  Note that if you avoid the Thousand Sons, you can use the swapped-in HQ to carry a CSM Warlord Trait and/or Relic; none of them are &#039;&#039;particularly&#039;&#039; compelling, but it&#039;s worth noting.  If you just want pure Deredeos, the Malefic Lord is cheap enough to let you take 3 of them, although that&#039;s also enough for 5 Basilisks.&lt;br /&gt;
&lt;br /&gt;
=== Swiss Army Knife Summoning ===&lt;br /&gt;
Summonings sucks now? Yeah sure it does for daemons but not for CSM. ANY CSM character can now summon daemons and they can summon daemons of every god if they are not aligned to one. Get some fire support daemons lack of and start summoning what you need with your (ranged/psychic) characters while they keep firing. You need anti-horde? Summon some Crushers, Plague Drones or Slaanesh bitches! The enemy has a lot of good armor saves? Get some Khornys in! You need to hold the line? Splitting Horrors or Plaguebearers en masse will do it for you! You want to shoot back at the enemy? Well, try it with Burning Chariots, Soul Grinders or Flamers. Just do it!&lt;br /&gt;
*1 or 2 characters (maybe Sorcerers for utility), some Havocs and some meatshield cultists or marines (Corsairs, for the CP) will do in a 1000 point list to leave some leftover points to customize the rest of your army on the fly. &lt;br /&gt;
**Take at least 1 Master of Possession, ideally with the Word Bearers Legion Trait. He has better summoning odds, via the Incursion power, essentially 2 summoning rolls per turn or summoning after moving, and access to the Dark Pact Stratagem, which is fully compatible with Incursion. Adding in a Venomcrawler instead of one of the Havocs lets you add 1 to the summoning rolls of the Master if they&#039;re within 6&amp;quot; of it. Greater Possessed are also helpful, albeit in a more limited fashion, but with the Mark of Khorne, can engage in some shenanigans via the Skull Altar.&lt;br /&gt;
*Be&#039;lakor as an unaligned daemon can serve as a summoning source too after he will have reached melee and won&#039;t move a lot. You can hide him behind other units too.&lt;br /&gt;
*Keeping points in reserve means flexibility but on the other hand it means a lot of unused points until summoning and the charge after summoning is not guaranteed and might cost another round.&lt;br /&gt;
*When fielding Pink Horrors, one should try to benefit from splitting, so here will be some unallocated points in your list. If your opponent is unwilling/unable to kill your Pinkys, summon the &amp;quot;reserved&amp;quot; Blues &amp;amp; Brimeys where they can tarpit/smite something. A Horror unit is 5 Power ,so on three dice... You do the math.&lt;br /&gt;
&lt;br /&gt;
===CSM prince summoner===&lt;br /&gt;
This works best with a prince of Nurgle, Slaanesh, or Tzeentch with wings. Choose warptime as your power. The turn that you want to summon your daemon units don&#039;t move the prince at the end of the movement phase summon your unit 12 inches away and 9 inchs away from the enemy in a U shaped formation. In the psychic phase cast warptime to move your prince near the front of the U formation , the front models will screen your 8 wound character from enemy fire. Now in that assault phase you can now charge with your prince and the infantry deamon unit taking full affect of that reroll 1&#039;s ability of the prince ... pure nasty combo. Personally i think 20 demonettes and a winged prince of slaanesh is the perfect choice for this combo. Keep in mind if you have an instrument of chaos your charge target number is only 8! Doable with command rerolls (&#039;&#039;&#039;More than&#039;&#039;&#039; 9 inchs away, within 1 inch to charge normaly 9, 8 with the instrument thanks to +1 to charge rolls)&lt;br /&gt;
&lt;br /&gt;
===Special Note/Tactic against Imperial Knights (and similar Titanic models)===&lt;br /&gt;
Imperial Knights have a special rule that allows them to fall back &amp;quot;over&amp;quot; some types of models, allowing them to exit melee in the movement phase. They then can shoot at said models, despite having just fallen back. This only works against Infantry and Swarms, so Imperial Knights (and similar Titanic models) can be surrounded and trapped by units of Beasts or Cavalry. Multi-wound models will give them more trouble, as their typical solution to being trapped by multiple models is Stomp, which only does d3 damage per wound (so it won&#039;t kill entire multi-wound models, every time). So Flesh hounds, in example, can be used to &amp;quot;pin&amp;quot; an Imperial Knight in place, allowing a Bloodthirster to kill it, without having to be concerned about the cowardly Imperial Knight fleeing combat.&lt;br /&gt;
&lt;br /&gt;
===Grindranger Battalion===&lt;br /&gt;
During the [[Fate of Konor]] campaign it was brought up by a guy from [[/m/]] that Chaos players should deploy nothing but Soul Grinders, maybe have Chaos Titans, Renegade Knights, and/or Daemon Engines as ally units. The idea boils down to having at least one grinder from every Chaos God and unload artillery from a distance. The problem with this tactic is that it requires A) The game set at least 1000 points due to one being 235 in 8th edition and B) Not go up against range favoring armies like Necrons and Tau because Soul Grinders aren&#039;t as fast as they once were. Cheesy, but expensive. The name comes from various tokusatsu (special effects) squadron shows since the idea was brought up by a guy from /m/. A non-god specific traitor legion like the Iron Warriors or Night Lords is recommended if using Titans, Knights, or Daemon Engines, preferably for more speed to spread out on the battlefield. This tactic is ideal for bigger matches and for those that prefer wipe out strategies over securing objectives.&lt;br /&gt;
&lt;br /&gt;
== Friends and Allies ==&lt;br /&gt;
&lt;br /&gt;
=== Renegades and Heretics ===&lt;br /&gt;
Sadly all Legends now, and mostly far from competetive in any event. &lt;br /&gt;
There are a few things your heretical mudfoots can offer their masters, and all on a budget! If you&#039;re going bare minimum, you can drop ~600 points on a big pile of GEQs and a few Chaos griblies and still have plenty of points left over for your big boys/girls. Second is summoning fodder. Renegade Commanders and Enforcers are some of the cheapest Chaos {{WH40kKeyword|CHARACTERS}} in the game, and are mostly likely going to be undivided to boot, letting you use Daemonic Ritual without risking a much more valuable and expensive CSM or Daemon {{WH40kKeyword|CHARACTER}}. Finally, R&amp;amp;Hs bring what Chaos Daemons painfully lack: long range fire support. Leman Russes, Basilisks, Malcadors and even the mighty Baneblade, there will certainly be something you can use. And if your opponent doesn&#039;t seem concerned about a Daemon horde advancing under the cover of an Earthshaker barrage, check their pulse because they&#039;re likely dead.&lt;br /&gt;
&lt;br /&gt;
=== CSM ===&lt;br /&gt;
The obvious choice for both fluff and functionality.  Aside from the obvious souping perks, CSM also have a lot of the heavy shooting Daemons don&#039;t have, with Havocs providing cheap fire support, Predators for dealing with infantry and tanks depending on loadout, Fiends having either big scary guns or big meaty claws to spook heavy infantry and armor, Obliterators for a crippling mass of fire from out of nowhere, and lastly Defilers for being better than Soul Grinders in every conceivable way.  Cultists also give you a cheap fodder unit to camp objectives and hold angles while your blocks of daemon troops are busy [[/tg/_gets_shit_done|getting shit done]].  Rhinos are also a nice thing to grab since they can block enemy LOS and allow your squishier daemons like Bloodletters or Daemonettes to run from cover to cover and set up charges unmolested.&lt;br /&gt;
*Seriously, the buffs Defilers have had through the edition change and FAQ put Soul Grinders to &#039;&#039;shame&#039;&#039;, since they&#039;re so much cheaper base, can take heavier or punchier weapons, AND have a (albeit CP-intensive) method of gaining full rerolls.  The only thing that sets the Grinders apart is their daemon allegiance, but even then the amount of overpay for a unit that&#039;s permanently stuck between trying to shoot things and trying to punch things makes it not all that worthwhile by comparison.&lt;br /&gt;
*Night Lords are ironically very powerful allies to attach Daemons to thanks to all their Leadership bomb abilities. With the improved perks of Manifestation, you can have them deep strike much closer to the enemies through strategic Strat spam and getting a Warp Locus in there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Of course, these all involve attaching Daemons as allies. Using CSM as the allies throws this all off due to loss of any faction bonuses. Regardless of who allies to who, you&#039;ll have to grapple with the issues of no keyword synergy, as now Daemons have a different keyword than the marines, and thus you can&#039;t have your DPs benefit both mortal and daemon units or have your greater daemons boost your cultists.&lt;br /&gt;
&lt;br /&gt;
=== Renegade Knights ===&lt;br /&gt;
With the release of the Renegade Knights codex via a Games Workshop FAQ, bringing a Knight to assist your daemons became a lot easier; points for the typical Renegade Knights were lowered slightly, and Renegade Knights Dominus and Renegade Armigers were added as well. As the best Daemon codex unit for long-range fire support was the Soul Grinder and its 4+ BS, replacing it with a single Knight as a Super-Heavy Auxiliary Detachment lets you have that long-range fire support (give the knight two of whatever ranged weapon you want, which loyalist Knights aren&#039;t allowed to take and is its main advantage over them and their Knight Houses) and don&#039;t forget the Renegade Knight strategem letting you reroll all failed hit rolls for a knight in a single phase for 2 CP. Or, run it as a close-combat knight and make your opponent choose which group of foes he wants to get killed by. Alternatively, Knights Dominus give some anti-Lord of War capabilities with the Volcano Lance and its 3d3 damage per hit, and if points are more restricted, Armigers aren&#039;t too shabby either. Though take more than one or two super-heavies and you&#039;ll be Knights supported by Daemons more than Daemons supported by Knights.&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A description goes here.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
;Purge the Enemy &lt;br /&gt;
- Assassinate&lt;br /&gt;
: &lt;br /&gt;
- Bring it Down&lt;br /&gt;
: &lt;br /&gt;
- Titan Slayers&lt;br /&gt;
: &lt;br /&gt;
- Slay the Warlord&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
;Warpcraft&lt;br /&gt;
-Abhor the Witch&lt;br /&gt;
:  &lt;br /&gt;
-Mental Interrogation&lt;br /&gt;
:&lt;br /&gt;
-Psychic Ritual&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
;No Mercy, No Respite&lt;br /&gt;
- Thin their Ranks&lt;br /&gt;
: &lt;br /&gt;
- Attrition&lt;br /&gt;
: &lt;br /&gt;
- While We Stand, We Fight&lt;br /&gt;
:  &lt;br /&gt;
- First Strike&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
; Battlefield Supremacy&lt;br /&gt;
- Engage on All Fronts&lt;br /&gt;
: &lt;br /&gt;
- Linebreaker&lt;br /&gt;
:  &lt;br /&gt;
- Domination&lt;br /&gt;
:  &lt;br /&gt;
&lt;br /&gt;
; Shadow Operations&lt;br /&gt;
- Raise the Banners High&lt;br /&gt;
:  &lt;br /&gt;
-Investigate Sites&lt;br /&gt;
:  &lt;br /&gt;
- Repair Teleportation Homer&lt;br /&gt;
: &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Chaos]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Daemons]]&lt;br /&gt;
&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Codex_-_Sons_of_Malice:_/tg/%27s_8th_Edition&amp;diff=1011677</id>
		<title>Codex - Sons of Malice: /tg/&#039;s 8th Edition</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Codex_-_Sons_of_Malice:_/tg/%27s_8th_Edition&amp;diff=1011677"/>
		<updated>2026-05-20T16:14:46Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Sons of Malice Marine art.jpeg|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;Up is Down.&lt;br /&gt;
&lt;br /&gt;
Left is Right.&lt;br /&gt;
&lt;br /&gt;
Death is Life.&lt;br /&gt;
&lt;br /&gt;
Your Mother is your Father, and your Father is also your Father, while you were never born.&lt;br /&gt;
&lt;br /&gt;
The Rich are Poor, the Poor are Rich.&lt;br /&gt;
&lt;br /&gt;
The Gods shall fall, even the one who [[Malal|plans the Fall]].&lt;br /&gt;
&lt;br /&gt;
Welcome, to the Sons of Malice. Try the Imaginary Pie.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Codex was made to give the [[Sons of Malice]] proper rules for the 8th edition. All the rules in this page are meant to be used alongside the normal Chaos Space Marine Codex. If a rule isn&#039;t explained, look it up on the Codex.&lt;br /&gt;
&lt;br /&gt;
==Army Rules==&lt;br /&gt;
===Universal===&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers:&#039;&#039;&#039; &#039;&#039;&amp;quot;They beg their idols to save them. Whether they be [[Guilliman|the offspring of a dying god]] or the gods who fool themselves into thinking that they control reality, it does not matter who our foes cry out to save them, in the end, they all fall.&amp;quot;&#039;&#039;&lt;br /&gt;
::Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an {{W40kKeyword|Imperium}} or {{W40kKeyword|Chaos}} unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dual Melee Weapons:&#039;&#039;&#039; &#039;&#039;Duality is the womb of discord. From these asymmetrical weapons, these warriors of contradictions harness the strength to slaughter all those who proclaim their faith.&#039;&#039;&lt;br /&gt;
::A unit equipped with two of the same melee weapons adds 1 to its attack characteristic. Relic melee weapons count as the weapon they replaced when considering this rule.&lt;br /&gt;
&lt;br /&gt;
===Detachment Rules===&lt;br /&gt;
*&#039;&#039;&#039;The Lords of Randomness and Servants of Chaos:&#039;&#039;&#039; &#039;&#039;The Sons of Malice sneer at their foes attempt to simply wipe them off the battlefield indiscriminately, they are the true worshippers of chaos, and only a focused effort to remove one of their numbers is capable of actually defeating them.&#039;&#039;&lt;br /&gt;
::If your army is battle forged then all {{W40kKeyword|Malal}} units gain this rule. All {{W40kKeyword|Malal}} units can re-roll any number of dices used to determine a random value (eg. advancing, charging, number of shots, damage, etc.). In addition, all {{W40kKeyword|Malal}} units suffer 1 fewer hit per dice from any weapons which determine their number of attacks randomly to a minimum of 1 (eg. an assault 2D6 weapons would produce 2 fewer hits).&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
*&#039;&#039;&#039;Avalanche of Hooves (1 CP):&#039;&#039;&#039; &#039;&#039;It is believed by most in the 42nd millennium that cavalry is obsolete. Only normal humans feel it necessary to ride such weak creatures. Such beings find themselves eating their word and the barrels of their own guns in sheer terror when they realise that many things in the darkness of the galaxy still ride upon hooves.&#039;&#039;&lt;br /&gt;
::Use this stratagem on a {{W40kKeyword|Malal}} {{W40kKeyword|Cavalry}} unit declares a charge. Until the end of the turn, add 2&amp;quot; to that unit&#039;s charge distances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boon of Malal (2 CP):&#039;&#039;&#039; &#039;&#039;Malal does not like to bestow obvious blessings upon their followers, as such gifts are counterproductive to its existence. There are times however when the Uncertain One deems it necessary to bless one of their champions, in a suitably random manner.&#039;&#039;&lt;br /&gt;
::Use this stratagem before the battle begins and before any relic is taken or the Warlord is chosen. Select a {{W40kKeyword|Sons of Malice}} {{W40kKeyword|Infantry}} {{W40kKeyword|Character}} (other than Khatal) from your army and roll 2D6, then consult the table below:&lt;br /&gt;
::&#039;&#039;&#039;-2:&#039;&#039;&#039; The model is immediately slain.&lt;br /&gt;
::&#039;&#039;&#039;-3:&#039;&#039;&#039; The model begins the battle with D3 fewer wounds.&lt;br /&gt;
::&#039;&#039;&#039;-4:&#039;&#039;&#039; The model begins the battle with D3 fewer attacks.&lt;br /&gt;
::&#039;&#039;&#039;-5:&#039;&#039;&#039; Roll a D6; if it’s odd, reduce this model&#039;s hit rolls by 1 for the rest of the battle. If it’s even, increase this model&#039;s hit rolls by 1 for the rest of the battle.&lt;br /&gt;
::&#039;&#039;&#039;-6:&#039;&#039;&#039; Roll a D6; if it’s odd, reduce this model&#039;s toughness characteristic by 1 for the rest of the battle. If it’s even, increase this models toughness characteristic by 1 for the rest of the battle.&lt;br /&gt;
::&#039;&#039;&#039;-7:&#039;&#039;&#039; Add D3 to this model&#039;s maximum wound characteristic.&lt;br /&gt;
::&#039;&#039;&#039;-8:&#039;&#039;&#039;At the beginning of each turn choose the closest enemy unit with 24” and roll a D6. On a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
::&#039;&#039;&#039;-9:&#039;&#039;&#039; Roll a D6, if it’s odd then add 1 to this model&#039;s hit rolls, if it’s even then add 1 to this model&#039;s wound rolls.&lt;br /&gt;
::&#039;&#039;&#039;-10:&#039;&#039;&#039;This models attack characteristic becomes 2D6-1, to a minimum of its original attack value.&lt;br /&gt;
::&#039;&#039;&#039;-11:&#039;&#039;&#039; Add 1 to this model&#039;s hit and wound rolls, also, add D3 to this model&#039;s maximum wound characteristic.&lt;br /&gt;
::&#039;&#039;&#039;-12:&#039;&#039;&#039; Replace this model with a Guardian of Contradictions (you do not need to pay any extra points for this).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Driven by Hunger (3 CP):&#039;&#039;&#039; &#039;&#039;You wish for victory, but are not willing to pay its price. You wish to see your enemy suffer but are unwilling to understand what suffering is. Malal is not keen on those who do not learn the lessons of chaos, and is more than willing to dish them out.&#039;&#039;&lt;br /&gt;
::Use before the start of the battle. At the start of your second turn (and at the start of each subsequent turn)  roll a D6 for each model in your deployment zone, on a 6 that model suffers a mortal wound. However, at the start of your second turn (and for every subsequent turn), you may add 1” advance rolls for units outside of your deployment zone. In addition, any of your units in your opponent&#039;s deployment zone may reroll all wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Empty Shell (1 CP):&#039;&#039;&#039; &#039;&#039;Dreadnoughts are a curse for a Son of Malice. Inside their clean, hermetically sealed tome they are unable to relish in the touch of chaos, to rejoice in the disorder of war or the art of defiled forms. This drives dreadnoughts to become separated from reality to the point that they can simply ignore mortal damage.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when a {{W40kKeyword|Sons of Malice}} {{W40kKeyword|Dreadnought}} suffers a wound. Roll a D6 for that wound and each other wound inflicted on that model for the rest of the phase; on a 4+ that wound is ignored and has no effect.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1 CP):&#039;&#039;&#039; &#039;&#039;Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armour and vital systems.&#039;&#039;&lt;br /&gt;
::Use this Stratagem just before a friendly {{W40kKeyword|Sons of Malice}} {{W40kKeyword|Infantry}} model attacks a unit that can {{W40kKeyword|Fly}} with a Missile Launcher. You only make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gifts of Malal (1/3 CP):&#039;&#039;&#039; &#039;&#039;Malal is not an ungenerous god. They are more selfless and giving than even nurgle, delivering their blessings to all, even those who did not ask for them. Only the Sons of Malice truly appreciate that some gifts are a curse wrapped in a bow of spite.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before the battle. Your army can have one extra Artefact of Malal for 1 CP or two extra Artefacts of Malal for 3 CPs. All of the Artefacts of Malal that you include must be different and be given to different {{W40kKeyword|Malal}} {{W40kKeyword|Characters}}. You can only use this Stratagem once per battle.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Killshot (1 CP):&#039;&#039;&#039; &#039;&#039;In a single tune of discordant harmony, these war machines of Malal recede the line between life and death, removing their target from this plane of existence.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase if a {{W40kKeyword|Sons of Malice}} Discors Predator is within 6&amp;quot; of 2 other friendly {{W40kKeyword|Sons of Malice}} Discors Predators. For the rest of the phase, add 1 to the wound rolls and damage for all of the Discors Predators&#039; attacks that target the same {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment (1 CP):&#039;&#039;&#039; &#039;&#039;United in their diversity, the Discors Vindicators can focus all their shots into one single point of the battlefield, punching a hole in the tear of the materium.&#039;&#039;&lt;br /&gt;
::Use this Stratagem in your Shooting phase if a {{W40kKeyword|Sons of Malice}} Discors Vindicator is within 6&amp;quot; of 2 other friendly {{W40kKeyword|Sons of Malice}} Discors Vindicators. If you do so, the Discors Vindicators cannot fire their Demolisher Cannons in this phase - instead, select a point on the battlefield within 24&amp;quot; of all three vehicles that is visible to all of them. Roll a D6 for each unit within 6&amp;quot; of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ that unit suffers 3D3 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nonexistence (2 CP):&#039;&#039;&#039; &#039;&#039;It is important for an opponent to never blink when facing the Sons of Malice, for to take your eyes off them for even a moment can result in their existence being temporarily ended, only to be reinstated at the worst possible moment.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of a phase where a {{W40kKeyword|Malal}} {{W40kKeyword|Infantry}}, {{W40kKeyword|Biker}} or {{W40kKeyword|Cavalry}} unit would be completely wiped out. Remove that unit from the battlefield before any casualty is removed and make a note of its previous position, then roll a D6. On a 1-3 the unit is slain; on a 4-5 nothing happens, the unit is returned unto the battlefield at the end of the turn without suffering any casualty; on a 6, return the unit on the battlefield as stated above but with D3 previously slain models returned to it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Paradoxic Tunneling (2 CP):&#039;&#039;&#039; &#039;&#039;One learns quickly to not rely on reinforcements when battling the Sons of Malice, for the reinforcements you request may come baring different colours and intent to those you were expecting.&#039;&#039;&lt;br /&gt;
::Use this Stratagem when an enemy unit would arrive from reserve. That enemy unit does not arrive from reserve, instead, deploy one of your non-{{W40kKeyword|vehicle}} {{W40kKeyword|Malal}} unit from your reserve in the position where that enemy unit would have been deployed. This may put your deployed unit within 1” of an enemy unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Time Warp (3 CP):&#039;&#039;&#039; &#039;&#039;It&#039;s astounding&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Time is fleeting&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Madness takes its toll&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;But listen closely&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Not for very much longer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;I&#039;ve got to lose control&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of your turn. Select a friendly {{W40kKeyword|Malal}} {{W40kKeyword|Infantry}}, {{W40kKeyword|Biker}} or {{W40kKeyword|Cavalry}} and make note of its position on the battlefield and how many models/wounds it has remaining. At the end of any phase after this you may choose for this unit to be restored to its original starting position; return it within 6” of the noted down position and return to the number of models/wounds it had. If this cannot be done because the position is obstructed, the unit is instead slain.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Uncertainty of War (D3 CP):&#039;&#039;&#039; &#039;&#039;Much like fighting the Raven Guard or Alpha Legion, fighting the Sons of Malice can be an exercise in futility. The objectives you took turned out to be useless, the marines you thought you killed turn out to have never existed, and the champion you slew was merely a normal Son in fancy armour. Unlike the aforementioned legions, however, the Sons of Malice can find their victories equally hollow, for such is the way of chaos.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the end of the battle while Victory Points are being counted. Roll a D6 for each Victory Point your opponent has earned (rerolling any rolls of 1); on a 6+ that Victory Point is lost. Then, roll a D6 for each Victory Point you have earned; on a 6+ that Victory Point is also lost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;To Speak is to End (2 CP):&#039;&#039;&#039; &#039;&#039;A Son of Malice never speaks. It is part of his offering to the God of Uncertainty. But if such a warrior were to speak he would be wracked with unspeakable agony and torment as his patron god shows their displeasure. But what of such a being who survived such an ordeal? You would find them... changed, and all the more deadly because of it.&#039;&#039;&lt;br /&gt;
::Use this Stratagem at the beginning of your turn. Select a friendly {{W40kKeyword|Sons of Malice}} {{W40kKeyword|Infantry}}, {{W40kKeyword|Biker}} or {{W40kKeyword|Cavalry}} and roll a D6 for each model in that unit. For each roll of 1 a model in that unit is slain; if any models are slain, immediately take a morale test with -1 to the Leadership characteristics. However, for the next two turns, all remaining models add 1 to their movement, advance and charge distances, along with plus 1 to their hit and wound rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Voidstrike (2 CP):&#039;&#039;&#039; &#039;&#039;This missile is both in and out of this world. It can traverse even the most advanced defences and strike the target into the void with it.&#039;&#039;&lt;br /&gt;
::Use this Stratagem before choosing a target for a Voidstrike Missile in your Shooting phase. That Voidstrike Missile ignores any of the target&#039;s saves and can target a {{W40kKeyword|Character}} even if it&#039;s not the closest enemy unit.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
*&#039;&#039;&#039;1: Lord of Paradoxes:&#039;&#039;&#039; &#039;&#039;To look upon this warlord is to see uncertainty and contradiction. You see a being that is both tall and short, mighty yet withered, male and [[Female Space Marines|female]], armed to the teeth while bearing no weapons or armour. They personify their chosen deity perfectly, and are all the more powerful and vulnerable because of it.&#039;&#039;&lt;br /&gt;
::This model has to subtract 1 from all its save rolls but, each time this model is hit by an attack, add, instead of subtracting, the Ap value of the attack to this model&#039;s save (The same also applies to any attack which reduces this model&#039;s Invulnerable save). In addition, if an attack says that a targeted unit cannot take any save roll against it then that attack is ignored automatically.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: Chosen of the [[Malal|Unclear]]:&#039;&#039;&#039; &#039;&#039;Some of Malal’s chosen stop being wholly physical entities. Instead, they move their armour and weapons using sheer will, their existence becoming so uncertain that nobody knows if the warlord still exists, or is simply a malevolent spirit encased in ceramite.&#039;&#039;&lt;br /&gt;
::Your Warlord&#039;s wounds characteristic is replaced by their Leadership characteristic. As this model takes wounds it reduces their Leadership characteristic. This model is slain when it reaches zero Leadership and is affected by Leadership modifiers. For the purpose of shooting, consider the number of wounds present on the model&#039;s Datasheet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Consistently Uncertain:&#039;&#039;&#039; &#039;&#039;This being does not know what it is exactly. Reality itself has lost its grasp on it, scrambling the properties of its essence and body into something unknowable.&#039;&#039;&lt;br /&gt;
::This model can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord&#039;s Armour Save characteristic after taking into account the attacking weapons ap characteristic, to a minimum of 6+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: Denier of Reality:&#039;&#039;&#039; &#039;&#039;This warlord laughs at the plans and orders given by their enemy counterparts. How can they be so certain and meticulous when, ultimately, nothing matters? Their plans will falter at the final stage, or their men will simply not be consoled by their words. Ultimately, when they gaze into the eyes of this warlord, they shall realise that nothing that they ever did ever mattered. And as this warlord brings the only true certainty there is to their lives, they shall be comforted by the idea that, although they failed in everything they attempted, that ultimately, it does not matter.&#039;&#039;&lt;br /&gt;
::Enemy aura abilities don&#039;t have effect as long as the unit manifesting them is within 12&amp;quot; of your Warlord. In addition, increase the range of your Warlord&#039;s aura abilities by 6”.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Devourer of Warp-Horrors:&#039;&#039;&#039; &#039;&#039;The Warp-spawned Horrors that attempt to take advantage of the lapses in the concentration of this daemon or its followers will find themselves dragged into its gaping maws instead.&#039;&#039;&lt;br /&gt;
::Roll a dice each time a friendly {{W40kKeyword|Malal}} unit suffers Perils of the Warp while within 11&amp;quot; of this model; on a 3+ the unit does not suffer Perils of the Warp and the Warlord regains 1 wound lost previously in the battle. In addition, roll a die each time your Warlord suffers an unsaved wound; on a 5+ it doesn&#039;t suffer that wound.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: The Mimic Prince:&#039;&#039;&#039; &#039;&#039;To look at this warlord is to see yourself, but with all your positive traits made all the more striking, and all your negative traits made all the more grotesque.&#039;&#039;&lt;br /&gt;
::At the beginning of each Fighting phase, you may choose for this model to replace its profile with that of another model within 1” (friend or foe). If so then roll a D6 for each characteristic, on an odd number that characteristic is reduced/made worse by 1, on an even number that characteristic is improved by 1, on a 6 that characteristic is improved by 2. As soon as the mimicked model is more than 1” away this unit goes back to possessing its original profile. In addition to this, all enemy units subtract 2 from their Leadership characteristic while within 3” of this model.&lt;br /&gt;
&lt;br /&gt;
==Powers of Malal==&lt;br /&gt;
Unless stated otherwise, all {{W40kKeyword|Malal}} {{W40kKeyword|psykers}} may generate their powers only from the table below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;1: It Should not Be&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;The Wizard stills the Warp around his opponents, creating a horrible feeling of emptiness in those affected.&#039;&#039;&lt;br /&gt;
:: Select an enemy unit within 18&amp;quot; that is visible to the psyker and roll 2D6 and add 1 to the result. That unit suffers a mortal wound for each point that the total exceeds their Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;2: The Shadow That Blinds&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.&#039;&#039;&lt;br /&gt;
:: Select an enemy unit within 18&amp;quot; that is visible to the psyker, that unit must subtract 1 from all its hit rolls until your next Psychic phase. In addition, all friendly units within 6&amp;quot; of the psyker gain a 5+ invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;3: Paradoxic Annihilation&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;The Wizard manifests the powers of fate in a swirling cloud of destruction, able of cancelling both foes and allies.&#039;&#039;&lt;br /&gt;
:: Select one friendly and one enemy unit within 18&amp;quot; of the psyker, then roll-off. The unit that&#039;s part of the losing player&#039;s army suffers 2D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;4: That Which Protects Exposes&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 8&lt;br /&gt;
::&#039;&#039;As the psyker ponders the infinite and the unknowable and contradictory nature of the universe the target&#039;s reality begins to turn on itself. The big becomes small, the strong become weak and those strong of mind find themselves uncertain, and wanting.&#039;&#039;&lt;br /&gt;
::Select an enemy unit within 24” of the psyker. Until your next Psychic phase, that unit is always wounded on a wound roll equal to its Armour Save characteristic (unless the roll needed would be better). In addition, that unit may not make any Armour Save roll.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;5: Undo What Has Been Done&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 7&lt;br /&gt;
::&#039;&#039;For the worshippers of Malal, what has been done can always be undone, and what has been undone may be done anew, for that is the nature of true chaos.&#039;&#039;&lt;br /&gt;
::Select a friendly unit within 12” of the psyker. Until your next psychic phase that unit may re-roll one hit, one wound, one armour save and one damage roll in each of the subsequent phases.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;6: Translocation Juxtaposition&#039;&#039;&#039;&lt;br /&gt;
::&#039;&#039;&#039;Warp Charge:&#039;&#039;&#039; 8&lt;br /&gt;
::&#039;&#039;Left and right are inverted, upside becomes down and true turns false as space is manipulated by the Uncertain One&#039;s followers, making things disappear while other, more sinister ones, take their spot.&#039;&#039;&lt;br /&gt;
::Select an enemy unit and a friendly unit composed of the exact same number of models within 24” of the psyker. Remove both units from the board and then re-deploy your friendly unit in the original position of the enemy one, and then the enemy unit in the position of the friendly one. This action can put units within 1” of other enemy ones.&lt;br /&gt;
&lt;br /&gt;
==Specialists Detachments==&lt;br /&gt;
===Abominal Intelligence (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
All {{W40kKeyword|LEGION BATTLE-AUTOMATAs}} and {{W40kKeyword|INANIS MACHINATORs}} units in this Specialist Detachment gain the {{W40kKeyword|Abominal Intelligence}} keyword.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Void Spirit:&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Abominal Intelligence}} {{W40kKeyword|LEGION BATTLE-AUTOMATAs}} retain the bonuses to their hit rolls from the &#039;&#039;Corrupted Intelligence&#039;&#039; special rule if your Warlord is the only {{W40kKeyword|Malal}} {{W40kKeyword|Character}} within 12” of them. In addition, roll a D6 each time your Warlord loses a wound whilst they are within 3&amp;quot; of a {{W40kKeyword|Abominal Intelligence}} {{W40kKeyword|LEGION BATTLE-AUTOMATA}}; on a 4+ that model can intercept the hit - your Warlord does not lose a wound but the {{W40kKeyword|Abominal Intelligence}} {{W40kKeyword|LEGION BATTLE-AUTOMATAs}} suffers a mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stratagems:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;-Artificial Madness (2 CP):&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::Use this stratagem before fighting with a Legion Battle-Automata unit from this Formation. Until the end of the phase, double the attack characteristic of all the models in the unit. Roll a die every time you roll a hit roll of 1, on a 4+ this unit suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;-Calculating Suppressing Fire (2 CP):&#039;&#039;&#039; &#039;&#039;x&#039;&#039;&lt;br /&gt;
::You may only use this stratagem once per battle, and only at the start of your first shooting phase, and if no models in this detachment moved in the previous movement phase. If so then all Legion Battle-Automata in this detachment may fire their Distortion Bolt Cannons twice in that shooting phase.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Automatar&#039;s Hammer:&#039;&#039;&#039;  &#039;&#039;x&#039;&#039;&lt;br /&gt;
::The Automatar&#039;s Hammer replaces the model&#039;s Power Axe.&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Automatar&#039;s Hammer&#039;&#039;&#039; || Melee || Melee || x2 || -4 || D6 || When attacking a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Building}} unit, double the number of damage you inflict.&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Formations==&lt;br /&gt;
Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player&#039;s pool.&lt;br /&gt;
&lt;br /&gt;
===Pride of the Legion Past (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Pride of the Legion Past:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 1 Primarch of the Forgotten Ones&lt;br /&gt;
::- 3 units of Null Knights&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::- The units of Null Knights must have 11 models.&lt;br /&gt;
::- The Primarch of the Forgotten Ones may not be upgraded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Dreaded 11 Stampede (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The Dreaded 11 Stampede:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 1 Doomhunter/Antraes&lt;br /&gt;
::- 1 unit of Doomriders&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::-The unit of Doomriders must have 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-All units in this formation are treated as one for all intents and purposes.&lt;br /&gt;
::-This formation may not be targeted by any friendly stratagem.&lt;br /&gt;
::-This formation must begin the battle in reserve. At the beginning of any player&#039;s turn, you may deploy this formation within 12&amp;quot; of any table edge and at least 2D6-1” from any enemy unit.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The 11 Hordes of 11 (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The 11 Hordes of 11:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 1 HQ model&lt;br /&gt;
::- 11 units chosen in any combination from the followings: &#039;&#039;Followers of Malal&#039;&#039;, &#039;&#039;Sons of Malice&#039;&#039;, &#039;&#039;Hiulcus Terminators&#039;&#039;, &#039;&#039;Null Knights&#039;&#039;, &#039;&#039;Doom Riders&#039;&#039;, &#039;&#039;Parasite Riders&#039;&#039;, &#039;&#039;Hook Horrors&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Restrictions&#039;&#039;&#039;&lt;br /&gt;
::-Each unit must contain exactly 11 models.&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-If a unit in this formation has an ability which is only active when it has 11 models then it is considered to always have 11 models, regardless of how many models are actually in the unit.&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===What They Have Become (2 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;What They Have Become:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- 1 Primarch of the Forgotten Ones&lt;br /&gt;
::- 3 units of Anarchy Marines&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions:&#039;&#039;&#039;&lt;br /&gt;
::- The units of Anarchy Marines must have 11 models&lt;br /&gt;
::- The Primarch of the Forgotten Ones must be upgraded.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Wrath of Kathal (1 CP)===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Wrath of Kathal:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Composition:&#039;&#039;&#039;&lt;br /&gt;
::- Kathal, Anarch of the Sons of Malice&lt;br /&gt;
::- 1 unit of Hiulcus Terminators&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Restrictions&#039;&#039;&#039;&lt;br /&gt;
::-The unit of Hiulcus Terminators must have 10 models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Effects:&#039;&#039;&#039;&lt;br /&gt;
::-All units in this formation are treated as one for all intents and purposes.&lt;br /&gt;
::-Add 1” to the movement characteristics of each model in this formation.&lt;br /&gt;
::-Add 1 to this formation&#039;s hit and wound rolls in a turn in which it charged.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Special Stratagems:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Chainweapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chainsword&#039;&#039;&#039; || Melee || Melee || User || 0 || 1 || Each time the bearer fights, it can make 1 additional attack with this weapon.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chainaxe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Flail:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chaos Flail&#039;&#039;&#039; || Melee || Melee || +1 || -2 || D3 || Invulnerable saves may not be taken against wounds inflicted by this weapon. For each attack assigned to this weapon it produces D6-2 hits. Excess damage caused by this weapon to a model is transferred over to other models in the targeted unit.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devider:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Devider&#039;&#039;&#039; || Melee || Melee || +1 || -2 || D3 || Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a {{W40kKeyword|Character}}, double the number of damage you inflict.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disruption Stave:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disuption Stave&#039;&#039;&#039; || Melee || Melee || X2 || -D6 || 2D6 || This profile’s ap characteristic also effects invulnerability saves. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought Melee Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dreadnought Combat Weapon&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Dreadnought Chainfist&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 4 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Seismic Hammer&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 5 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Etherblade:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Etherblade&#039;&#039;&#039; || Melee || Melee || +1 || -4 || 3 || Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a {{W40kKeyword|Deamon}} unit, double the number of damage you inflict.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flensing Hooks:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flensing Hooks&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Force Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force Axe&#039;&#039;&#039; || Melee || Melee || +1 || -2 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force Lance&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force Maul&#039;&#039;&#039; || Melee || Melee || +3 || 0 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force Stave&#039;&#039;&#039; || Melee || Melee || +2 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force Sword&#039;&#039;&#039; || Melee || Melee || User || -3 || D3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gaping Mouth:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaping Mouth&#039;&#039;&#039; || Melee || Melee || User || -1 || D3 || Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer&#039;s attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaling Hooves:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impaling Hooves&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lance of Undoing:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance of Undoing&#039;&#039;&#039; || Melee || Melee || +1 || -3 || 2 || Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a {{W40kKeyword|Deamon}} unit, double the number of damage you inflict.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance of Undoing&#039;&#039;&#039; || Melee || Melee || x2 || -3 || 3 || You can use this profile only in a turn in which a model equipped with this weapon has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a {{W40kKeyword|Daemon}} unit, double the number of damage you inflict.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning Claw&#039;&#039;&#039; || Melee || Melee || User || -2 || 1 || You can re-roll failed wound rolls for this weapon. If a model is armed with two Lightning Claws, each time it fights it can make 1 additional attack with them.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mantis Scythe:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mantis Scythe&#039;&#039;&#039; || Melee || Melee || User || -2 || 2 || Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mind Piercer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Piercer&#039;&#039;&#039; || Melee || Melee || x2 || -4 || 3 || Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a {{W40kKeyword|Daemon}} or {{W40kKeyword|Psyker}} unit, double the number of damage you inflict. Roll a die at the end of the Fight Phase if a unit was wounded by this weapon, on a 4+ that unit suffers D3 mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mirror Shield:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Mirror Shield&#039;&#039;&#039; || Melee || Melee || User || -4 || D3+1 || Each hit with this weapon counts as 2 hits instead of 1.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Axe&#039;&#039;&#039; || Melee || Melee || +1 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Fist&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Lance&#039;&#039;&#039; || Melee || Melee || +1 || -2 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Maul&#039;&#039;&#039; || Melee || Melee || +2 || 0 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Scourge&#039;&#039;&#039; || Melee || Melee || +2 || -2 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Stave&#039;&#039;&#039; || Melee || Melee || +2 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Sword&#039;&#039;&#039; || Melee || Melee || User || -3 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Siege-breaker Hammer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Siege-breaker Hammer&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D6 || When attacking a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Building}} unit, double the number of damage you inflict.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spear of Disorder:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Disorder&#039;&#039;&#039; || Melee || Melee || User || -3 || 3 || Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a {{W40kKeyword|Daemon}} unit, double the number of damage you inflict.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tearing Hooks:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tearing Hooks&#039;&#039;&#039; || Melee || Melee || User || -1 || 1 || After a model riding a Limbo-Tick makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Eleventh Talon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Eleventh Talon&#039;&#039;&#039; || Melee || Melee || +1 || -3 || D3 || You may reroll failed wound rolls with this weapon.For every hit made by this weapon roll 2D6, for each 11 you roll to not make a wound roll, the targeted unit suffers 3 mortal wounds instead of normal damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder Hammer&#039;&#039;&#039; || Melee || Melee || x2 || -3 || D3 || When attacking with this weapon, you must subtract 1 from the hit roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
*&#039;&#039;&#039;Assault Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Assault Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 6 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auto Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Autopistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Autogun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reaper Autocannon&#039;&#039;&#039; || 36&amp;quot; || Heavy 4 || 7 || -1 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Autocannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 7 || -1 || 2 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Predator Autocannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 2D3 || 7 || -1 || 3 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bolter Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boltblast&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 4 || 0 || 1 || If the target is within half range, change this weapon&#039;s Ap to -2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boltgun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Condemnor Boltgun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || When attacking a {{W40kKeyword|Psyker}}, this weapon has a Damage characteristic of D3.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Distortion Bolt Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 6 || 5 || -1 || 1 || Units which receive damage from this weapon may not reroll any dice rolls until the start of your next shooting phase.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hurricane Bolter&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolter of the Chaotic One&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire D6-1 || 2D3 || -1 || 1 || If the target is within half range, change this weapon&#039;s Ap to -2.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 5 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;C-beam Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;C-beam Cannon&#039;&#039;&#039; || 72&amp;quot; || Heavy 1 || 6 || -3 || D3 || This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24&amp;quot; between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers 2D6 additional hits at Strength 6, AP 0, causing 1 Damage. These additional hits do not trigger further hits themselves.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Combi Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-bolter (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 2 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-flamer (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-flamer (Flamer)&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-melta (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-melta (Meltagun)&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-plasma (Boltgun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-plasma (Plasma Gun)&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon&#039;s shots have been fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demolisher Cannon&#039;&#039;&#039; || 24&amp;quot; || Heavy D3 || 10 || -3 || D6 || When attacking units with 5 or more models, change this weapon&#039;s Type to Heavy D6.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disruption Stave:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Disruption Stave&#039;&#039;&#039; || 48” || Heavy 2D6 || User || -D6 || D3 || Roll a D3 every time you fire this weapon. On a 1 this weapon automatically hits its target, on a 2 this weapon&#039;s Strenght characteristic becomes X2, on a 3 this weapon deals its damage in mortal wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamer Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 8&amp;quot; || Assault D6 || 4 || 0 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Flamer&#039;&#039;&#039; || 8&amp;quot; || Heavy D6 || 5 || -1 || 1 || This weapon automatically hits its target.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamestorm Cannon&#039;&#039;&#039; || 8&amp;quot; || Heavy D6 || 6 || -2 || 2 || This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Graviton Blaster:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Graviton Blaster&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || * || -3 || 1 || This weapon wounds on a roll equal to the target&#039;s armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenades:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || 6&amp;quot; || Grenade D6 || 3 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || 6 || -1 || D3 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Void Grenade&#039;&#039;&#039; || 12&amp;quot; || Grenade 1 || * || -3 || 2 || This weapon always wounds on a 2+.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039; || 36&amp;quot; || Heavy 3 || 4 || 0 || 1 || A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Las Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lascannon&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 9 || -3 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Laser Destroyer Array&#039;&#039;&#039; || 48&amp;quot; || Heavy 4 || 9 || -4 || D6 || Treat damage rolls of 1 or 2 made by this weapon as 3 instead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Inferno Pistol&#039;&#039;&#039; || 6&amp;quot; || Pistol 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 12&amp;quot; || Assault 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Multi-melta&#039;&#039;&#039; || 24&amp;quot; || Heavy 1 || 8 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Siege Melta Array&#039;&#039;&#039; || 12&amp;quot; || Heavy 6 || 12 || -4 || D6 || If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result. When attacking a {{W40kKeyword|Vehicle}} or {{W40kKeyword|Building}} unit, double the number of damage you inflict.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mind Piercer:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mind Piercer&#039;&#039;&#039; || 24&amp;quot; || Heavy 1 || 10 || * || * || Targeted units do not gain the benefit of cover against this weapon. This weapon may target {{W40kKeyword|Characters}} even if they’re not the closest enemy unit. Do not take a saving throw against this weapon, after wounding this weapon deals 1 mortal wound. Then roll a D6, on a 2+ the target takes 1 additional mortal wound. If that roll is successful then roll another D6, on a 3+ the target takes 2 mortal wounds. Repeat this process until you either fail a roll or succeed the 6+ roll.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Missile Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Launcher (Frag Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy D6 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Missile Launcher (Krak Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyclone Missile Launcher (Frag Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2D3 || 4 || 0 || 1 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cyclone Missile Launcher (Krak Missile)&#039;&#039;&#039; || 48&amp;quot; || Heavy 2 || 8 || -2 || D6 || -&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Voidstrike Missile&#039;&#039;&#039; || 48&amp;quot; || Heavy 1 || 8 || -4 || D6 || A model con only fire each of its Voidstrike Missiles once per battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Plasma Weapons:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma Pistol&#039;&#039;&#039; || 12&amp;quot; || Pistol 1 || 7 || -3 || 1 || This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon&#039;s shots have been fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma Gun&#039;&#039;&#039; || 24&amp;quot; || Rapid Fire 1 || 7 || -3 || 1 || This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon&#039;s shots have been fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Plasma Blastgun&#039;&#039;&#039; || 18&amp;quot; || Assault 2 || 7 || -3 || 1 || This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon&#039;s shots have been fired.&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039; || 36&amp;quot; || Heavy D3 || 7 || -3 || 1 || This weapon can be supercharged by the bearer before firing. If they do so, increase the Strength and Damage characteristic of the weapon by 1 this turn. On any hit rolls of 1 when firing supercharge, the bearer is slain after all of the weapon&#039;s shots have been fired.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reaper Chaincannon:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Reaper Chaincannon&#039;&#039;&#039; || 24&amp;quot; || Heavy 8 || 5 || -1 || 1 || -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 12&amp;quot; || Assault 2 || 3 || 0 || 1 || If the target is within half range, add 1 to this weapon&#039;s Strenght.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Skyreaper Battery:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Skyreaper Battery&#039;&#039;&#039; || 48&amp;quot; || Heavy 10 || 7 || -3 || 2 || Add 1 to all hit rolls made for this weapon against targets that can {{W40kKeyword|Fly}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Statistical Degradation Field:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Statistical Degradation Field&#039;&#039;&#039; || 8&amp;quot; || Assault 3D6 || 3 || -1 || 1 || When this weapon is fired it hits every single unit within its range. This weapon automatically hits its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The War Without End:&#039;&#039;&#039;&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The War Without End&#039;&#039;&#039; || 24&amp;quot; || Assault 1 || 4 || -1 || 1 || After you have rolled a successful hit with this weapon, you may immediately roll for an additional hit against the same target unit, if this additional hit roll is successful, you may roll to hit again and again until either you miss or a total of 11 hits has been achieved. After the total number of hits has been determined for the weapon, resolve the attack.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Artefacts===&lt;br /&gt;
*&#039;&#039;&#039;Corrupted Teleportarum Beacon:&#039;&#039;&#039; &#039;&#039;Teleporters are dangerous items to use, as their bearer has to enter to warp while using them. This teleporter beacon’s user entered the warp one day... and simply never came out. Nobody knows what happened to the marine who used it, but if you were to ask what happened to one of the Sons of Malice and they were to break their silence to speak, they would simply say that “it is foolish to rely on certainty where the uncertain is concerned.&amp;quot;&#039;&#039;&lt;br /&gt;
::{{W40kKeyword|Terminator}} models only. Whenever the bearer of the Corrupted Teleportarum Beacon suffers an unsaved wound, roll a D6. On a 2+ remove the bearer from the battlefield and randomly select an enemy unit. Deploy the bearer of this relic within D6” of that enemy unit, if you roll a 1 then you may deploy the bearer of this relic in base contact with the enemy unit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Quantum Tunnelling Grenades:&#039;&#039;&#039; &#039;&#039;The secret of space and dimension are no match for the power of the Uncertain One. These grenades are able to traverse the known universe to strike the target behind any defence they could have.&#039;&#039;&lt;br /&gt;
::Model with Grenades only. This relic replaces all of the model&#039;s grenades with the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Quantum Tunnelling Grenades&#039;&#039;&#039; || 12” || Grenade 2D6 || D6 || -D6 || D6 || Roll a D6 each time you use this weapon profile, the number rolled becomes the roll required for this weapon to hit (even on overwatch, eg, a roll of 4 would mean that you would need to roll a 4+ for the weapon to hit). This weapon always wounds on at least a 5+ or better. In addition, the this weapon does not require line of sight to hit its target.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Cup of Infinite Improbability:&#039;&#039;&#039; &#039;&#039;The Sons of Malice use this chalice to give homage to their dark patron, opening the throats of their victims to fill the chalice with hot, fresh blood. Despite having the blood of thousands of innocents with itself, the cup never overflows, or spills a drop. It is said that anyone foolish enough to drink from the cup shall unleash as yet unseen chaos upon reality.&#039;&#039;&lt;br /&gt;
::Once per battle the bearer of this relic may drink the blood of countless slain within to appease the great God of Uncertainty. If so randomly assign each unit on each opposing side a number, then for each unit which shares a randomly assigned number swap their positions on the battlefield (this swap may put a unit within 1” of an enemy unit). Any unit which can&#039;t be moved because an enemy unit does not share a randomly assigned number with it suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Leech Pendant:&#039;&#039;&#039; &#039;&#039;The Leech Pendant is imbued with a stolen locus from each of the other four chaos gods. These loci are almost constantly warring with each other and the dominant locus is the one that is currently empowering the bearer though occasionally the essences will work together so that they all empower the bearer.&#039;&#039;&lt;br /&gt;
::Roll a D6 at the start of each turn. The Leech Pendant grants one of the following bonuses based on the result of the D6 for that turn.&lt;br /&gt;
::&#039;&#039;&#039;-1:&#039;&#039;&#039; The model benefits from one of the following special rules as chosen by the owner: &#039;&#039;Unstoppable Ferocity&#039;&#039;, &#039;&#039;Ephemeral Form&#039;&#039;, &#039;&#039;Disgustingly Resilient&#039;&#039;, &#039;&#039;Quicksilver Swiftness&#039;&#039;.&lt;br /&gt;
::&#039;&#039;&#039;-2:&#039;&#039;&#039; The bearer gains the &#039;&#039;Disgustingly Resilient&#039;&#039; special rule.&lt;br /&gt;
::&#039;&#039;&#039;-3:&#039;&#039;&#039; The bearer gains the &#039;&#039;Unstoppable Ferocity&#039;&#039; special rule.&lt;br /&gt;
::&#039;&#039;&#039;-4:&#039;&#039;&#039; The bearer gains the &#039;&#039;Quicksilver Swiftness&#039;&#039; special rule.&lt;br /&gt;
::&#039;&#039;&#039;-5:&#039;&#039;&#039; The bearer gains the &#039;&#039;Ephemeral Form&#039;&#039; special rule.&lt;br /&gt;
::&#039;&#039;&#039;-6:&#039;&#039;&#039; The bearer gains the following special rules: &#039;&#039;Unstoppable Ferocity&#039;&#039;, &#039;&#039;Ephemeral Form&#039;&#039;, &#039;&#039;Disgustingly Resilient&#039;&#039;, &#039;&#039;Quicksilver Swiftness&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mask of Uncertainty:&#039;&#039;&#039; &#039;&#039;A creature wearing this mask can appear as anything it pleases, adding to the confusion of a tight fight against a mysterious foe.&#039;&#039;&lt;br /&gt;
::In the Fight phase, roll a die each time this unit or the one attacking it scores a hit. On a 4+ the hit is instead scored on the unit which made the attack (unless the attack was made by the bearer of this relic, in that case the hit is instead reversed on a 5+).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Mind Razor:&#039;&#039;&#039; &#039;&#039;The mind is a sharp tool. From the dawn of mankind the human brain has cut its way through reality, to shape the world into a more pleasing configuration. The Mind Razor is such a tools for sculpting reality, a blade who’s edge is not made of mere metal, but of the pure will of the bearer. Such a blade does not cut by its mere edge though, it cuts because it’s wielder thinks that it does.&#039;&#039;&lt;br /&gt;
::Models with Chainsword or Power Sword only. This relic replaces the model&#039;s Chainsword or Power Sword with the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Mind Razor&#039;&#039;&#039; || Melee || Melee || * || -4 || 2 || Use the bearer&#039;s Leadership characteristic instead of its Strength when wounding with this weapon. Enemy units within 6” of the bearer suffer -1 to their Leadership characteristic.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Reality Dissolver:&#039;&#039;&#039; &#039;&#039;A pistol gifted directly from the Sons of Malice’s patron god themself. Although it may look like a pistol the weapon actually contains a stable Warp portal which fires focused chaos directly from the realm of the gods. Those who are hit by the beam of undiluted unreality are not killed, their existence simply unravels as the laws of the universe simply... fall away.&#039;&#039;&lt;br /&gt;
::Model with Pistols only. This relic replaces the model&#039;s pistol with the following profile:&lt;br /&gt;
::{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Range !! Type !! S !! AP !! D !! Abilities &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;The Reality Dissolver&#039;&#039;&#039; || 6” || Pistol 1 || 9 || -4 || D6 || Invulnerable saves may not be taken against wounds inflicted by this weapon. If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Anti Reality Bolt Shells:&#039;&#039;&#039; A model equipped with Anti Reality Bolt Shells adds 1 to the Strength and Ap of any &#039;&#039;Bolter&#039;&#039; weapon it&#039;s equipped with, but subtracts 3” from the maximum range of all its &#039;&#039;Bolter&#039;&#039; weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assumed Reality Negator:&#039;&#039;&#039; Weapons that would wound on a flat roll (eg. always on a 4+) instead wound only on a 6+ if the target of the attack is a unit equipped with an Assumed Reality Negator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Familiar of Mirrored Cause and Effect:&#039;&#039;&#039; Whenever model with a Familiar of Mirrored Cause and Effect is targeted by an enemy ability (eg. &#039;&#039;All enemy units within 6” of this model suffer -1 to their Leadership&#039;&#039;) then the bearer of the ability is also affected by the ability. However, roll a D6 every time a model with a Familiar of Mirrored Cause and Effect suffers an unsaved wound, on a 6+ the Familiar takes the wound instead and is removed from the bearer&#039;s wargear.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Graviton Wave Emitter:&#039;&#039;&#039; Once per battle, at the start of your turn you may activate the Graviton Wave Emitter held by a unit. Until the end of your turn that unit gains the {{W40Kkeyword|Fly}} keyword and adds 2” to its movement characteristic. However, the unit must subtract 1 from its hit rolls with ranged weapons until the end of your turn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Improbability Stabiliser:&#039;&#039;&#039; At the start of each turn roll a D6 for each unit with this equipment and keep a note of the result. Until your next turn, each phase a unit may substitute the value of the dice they rolled at the start of the turn in place of a value rolled in the current phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lance Strike Beacon:&#039;&#039;&#039; One use only. At the beginning of any of your turns a {{W40Kkeyword|Character}} with a Lance Strike Beacon may choose to activate its beacon. If so roll a D6 for each unit within 2D6” (friend of foe), on a 4+ that unit suffers D3 mortal wounds ({{W40Kkeyword|Character}} units are instead effected on a 5+).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sacrificial Knife:&#039;&#039;&#039; One use only. At the beginning of any of your turn, a {{W40Kkeyword|Character}} with a Sacrificial Knife may choose to suffer D3 mortal wounds; if so, choose one of the following effects, these remain until the beginning of your next turn:&lt;br /&gt;
:*{{W40Kkeyword|Malal}} units within 12” automatically pass any morale tests until your next psychic phase.&lt;br /&gt;
:*{{W40Kkeyword|Malal}} {{W40Kkeyword|Psykers}} within 6” may re-roll any psychic tests until your next psychic phase.&lt;br /&gt;
:*Don&#039;t roll to determine the number of shots for any friendly weapon within 6” which have a random number of shots generates the maximum number of shots instead of rolling to determine the number of shots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shield of Compromise:&#039;&#039;&#039; A model with a Shield of Compromise has a 4+ invulnerability save and may only be wounded on a wound roll of 4+ or worse, but it&#039;s always hit on a hit roll of 4+ or better. If not every model in a unit is equipped with a Shield of Compromise, then the restriction on hit and wound rolls only applies if more than half of the models are equipped with it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sigil of the Inverted Harm:&#039;&#039;&#039; A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Silence Amplifiers:&#039;&#039;&#039; A unit with a Silence Amplifier can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a {{W40Kkeyword|Psyker}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spectromatic Distortion Weapons:&#039;&#039;&#039; A model with Spectromatic Distortion Weapons improves the Ap characteristics of its Melee weapons by 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Uncertain Existence:&#039;&#039;&#039; A unit equipped entirely with uncertain existence may never be the target of any ability, both friend and foe, and enemy units attacking this unit suffer -1 to their hit rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unpleasant Reality Generator:&#039;&#039;&#039; Enemy units attempting to charge a unit equipped with an Unpleasant Reality Generator must subtract 2” from any charge rolls.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Unreality Prisms:&#039;&#039;&#039; A unit equipped with an Unreality Prisms does not suffer hit penalties or negative modifiers to their hit rolls for targeting enemy units within 24”. However, if they target an enemy unit which is more than 24” away then they suffer all the normal penalties, along with an additional minus 1 to hit.&lt;br /&gt;
&lt;br /&gt;
====Heresy Era Armours====&lt;br /&gt;
&#039;&#039;As long as there have been space marines there has been power armour. Near impenetrable fortresses which helped subdue an entire galaxy, at the behest of a single man. While most legions favour a single pattern of power armour the Sons of Malice are not normal. Although their legion began as a single legion it has picked up equipment and marines from all legions from all times. As such they feature a far wider diversity in armour patterns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
On the tabletop, a unit can elect to wear their standard armour, representing the mishmash of parts a chaos space marine must collect and repair in order to survive. However, a unit may elect instead to pay for a complete set of original power armour from the Imperium&#039;s past, representing marines who have been corrupted by the Great Unknowable One during the heresy, or even loyalist marines who have found a power willing to support them fight chaos after being separated from their parent legion.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auramite Armour:&#039;&#039;&#039; &#039;&#039;One of the oldest patterns of power armour, but it’s age hides its power. Auramite armour is the plate fashioned at the behest of the Emperor to protect his Adeptus Custodes, and even after a millennium and a half it’s protection is still unmatched. However, such plates which ever leave the Custodes&#039; possession are incredibly rare, and their complexity means that their maintenance and proper usage by mere marines is difficult.&#039;&#039;&lt;br /&gt;
::A unit equipped entirely with Auramite Armour has a 2+ armour save and a 5+ invulnerability save. However, it always strikes last in melee combat, regardless of any special rule or stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MK 2 Crusade Armour:&#039;&#039;&#039; &#039;&#039;The armour which truly began a galaxy-wide empire. Although inferior to the other patterns even in Heretic Astartes it conjures images of a better time, when the galaxy was new and far simpler.&#039;&#039;&lt;br /&gt;
::A unit equipped entirely with MK2 Crusader Armour adds 1 to its leadership.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MK 3 Iron Armour:&#039;&#039;&#039; &#039;&#039;The armour legionaries used to use before terminator was invented, a solid chunk a metal and composites primarily used by breacher teams for whom protection was more important than speed.&#039;&#039;&lt;br /&gt;
::A unit equipped entirely with MK 3 Iron Armour halves it’s advance distances, but treats weapons with an ap characteristic of -1 as 0, and weapons with an ap characteristic of -2 as being -1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MK 4 Imperial Maximus Armour:&#039;&#039;&#039; &#039;&#039;The armour employed by the legions at their height of power, and by extension representing humanity and its peak of influence, reach, and ferocity.&#039;&#039;&lt;br /&gt;
::Whenever a unit equipped entirely with MK 4 Imperial Maximus Armour charges or makes a heroic intervention increase its strength characteristic by 1 for the following fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MK 5 Heresy Armour:&#039;&#039;&#039; &#039;&#039;The armour which became the symbol of the Heretic Astartes. Although technically not a single model of armour as it was made up of the best pieces from previous models of the plate. The mishmash plate still served to provide finer protection than what the loyalists had at hand right the way through the Heresy.&#039;&#039;&lt;br /&gt;
::Models equipped with MK 5 Heresy Armour ignore damage received on a 6+ on a D6.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MK 6 Corvus Armour&#039;&#039;&#039; &#039;&#039;An almost loyalist exclusive pattern, which managed to boost the mover&#039;s speed without sacrificing armour.&#039;&#039;&lt;br /&gt;
::A unit equipped entirely with MK 6 Corvus Armour can charge after advancing, but must subtract 1 from their hit rolls in the following fight phase.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pariah Armour:&#039;&#039;&#039; &#039;&#039;The armour favoured by the fragments of the legions left over after the start of the Heresy and Istvan 5. It is lighter in construction, allowing for more agility at the expense of protection.&#039;&#039;&lt;br /&gt;
::A unit entirely equipped with Pariah Armour may move and fire heavy weapons without a minus 1 to hit, advance and fire rapid-fire and pistol weapons, but at a minus 1 to hit, and may advance and fire assault weapons without a minus 1 to hit. However, a unit entirely equipped with Pariah Armour only has a 5+ armour save against weapons with strength 6 or higher.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Omega Armour:&#039;&#039;&#039; &#039;&#039;Armour worn by those who have been in the service of Malal the longest, for they represent the end for their foes. This plate began life as whatever armour it’s bearer had been wearing, only to be warped into uncertain shapes with uncertain levels of protection.&#039;&#039;&lt;br /&gt;
::Every time a unit equipped with Omega Armour is attacked roll a D6. That value becomes that units armour save when resolving that attack (eg a dice roll of 4 would mean the unit would have an armour save of 4+) to a minimum of 2+. In addition, a unit equipped with Omega Armour ignores the ap characteristic of enemy weapons.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Distortion Plate:&#039;&#039;&#039; &#039;&#039;The contradicting energies these plates emanate create a dissonance in the very fabric of reality. Everything becomes padded and confused as the chosens of Malal march towards their soon forgotten enemies.&#039;&#039;&lt;br /&gt;
::Enemy abilities within 12” of a unit equipped entirely with Distortion Plate are deactivated.&lt;br /&gt;
&lt;br /&gt;
==Sons of Malice Wargear List==&lt;br /&gt;
===Champion Equipment===&lt;br /&gt;
::-Boltgun - free&lt;br /&gt;
::-Bolt Pistol - free&lt;br /&gt;
::-Chainaxe - 1 pts.&lt;br /&gt;
::-Chainsword - free&lt;br /&gt;
::-Combi-bolter - 2 pts.&lt;br /&gt;
::-Combi-flamer - 8 pts.&lt;br /&gt;
::-Combi-melta - 15 pts.&lt;br /&gt;
::-Combi-plasma - 11 pts.&lt;br /&gt;
::-Lightning Claw - 8 pts.&lt;br /&gt;
::-Plasma Pistol - 5 pts.&lt;br /&gt;
::-Power Axe - 5 pts.&lt;br /&gt;
::-Power Fist - 9 pts.&lt;br /&gt;
::-Power Lance - 4 pts.&lt;br /&gt;
::-Power Maul - 5 pts.&lt;br /&gt;
::-Power Sword - 4 pts.&lt;br /&gt;
::-Thunder Hammer - 21 pts.&lt;br /&gt;
&lt;br /&gt;
===Combi-weapons===&lt;br /&gt;
::-Combi-bolter - 2 pts.&lt;br /&gt;
::-Combi-flamer - 8 pts.&lt;br /&gt;
::-Combi-melta - 15 pts.&lt;br /&gt;
::-Combi-plasma - 11 pts.&lt;br /&gt;
&lt;br /&gt;
===Dreadnought Arm Weapons===&lt;br /&gt;
::-Assault Cannon - 22 pts.&lt;br /&gt;
::-C-beam Cannon - 30 pts.&lt;br /&gt;
::-Dreadnought Combat Weapon and Storm Bolter - 20+2 pts.&lt;br /&gt;
::-Heavy Plasma Cannon - 16 pts.&lt;br /&gt;
::-Hurricane Bolter - 10 pts.&lt;br /&gt;
::-Missile Launcher - 20 pts.&lt;br /&gt;
::-Multi-melta - 22 pts.&lt;br /&gt;
::-Seismic Hammer - 30 pts.&lt;br /&gt;
::-Twin Autocannon - 33 pts.&lt;br /&gt;
::-Twin Heavy Bolter - 17 pts.&lt;br /&gt;
::-Twin Heavy Flamer - 28 pts.&lt;br /&gt;
::-Twin Lascannon - 40 pts.&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
::-Autocannon - 10 pts.&lt;br /&gt;
::-Heavy Bolter - 10 pts.&lt;br /&gt;
::-Lascannon - 25 pts.&lt;br /&gt;
::-Missile Launcher - 20 pts.&lt;br /&gt;
::-Reaper Chaincannon - 20 pts.&lt;br /&gt;
&lt;br /&gt;
===Heresy Era Power Armours===&lt;br /&gt;
::-Auramite Armour - 9 pts.&lt;br /&gt;
::-MK 2 Crusade Armour - 2 pts.&lt;br /&gt;
::-MK 3 Iron Armour - 3 pts.&lt;br /&gt;
::-MK 4 Imperial Maximus Armour - 5 pts.&lt;br /&gt;
::-MK 5 Heresy Armour -  3 pts.&lt;br /&gt;
::-MK 6 Corvus Armour - 3 pts.&lt;br /&gt;
::-Pariah Armour - 3 pts.&lt;br /&gt;
::-Omega Armour - 3 pts.&lt;br /&gt;
::-Distortion Plate - 15 pts.&lt;br /&gt;
&#039;&#039;*&#039;&#039;Double the cost for all {{W40kKeyword|Characters}}&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
::-Chainaxe - 1 pts.&lt;br /&gt;
::-Chainsword - free&lt;br /&gt;
::-Lightning Claw - 8 pts.&lt;br /&gt;
::-Power Axe - 5 pts.&lt;br /&gt;
::-Power Fist - 9 pts.&lt;br /&gt;
::-Power Lance - 4 pts.&lt;br /&gt;
::-Power Maul - 5 pts.&lt;br /&gt;
::-Power Sword - 4 pts.&lt;br /&gt;
::-Thunder Hammer - 21 pts.&lt;br /&gt;
&lt;br /&gt;
===Pistols===&lt;br /&gt;
::-Bolt Pistol - free&lt;br /&gt;
::-Plasma Pistol - 5 pts.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
::-Flamer - 6 pts.&lt;br /&gt;
::-Meltagun - 14 pts.&lt;br /&gt;
::-Plasma Gun - 11 pts.&lt;br /&gt;
&lt;br /&gt;
===Terminator Melee Weapons===&lt;br /&gt;
::-Chainaxe - 1 pts.&lt;br /&gt;
::-Chainfist - 11 pts.&lt;br /&gt;
::-Lightning Claw - 8 pts.&lt;br /&gt;
::-Power Axe - 5 pts.&lt;br /&gt;
::-Power Fist - 9 pts.&lt;br /&gt;
::-Power Lance - 4 pts.&lt;br /&gt;
::-Power Maul - 5 pts.&lt;br /&gt;
::-Power Sword - 4 pts.&lt;br /&gt;
::-Thunder Hammer - 21 pts.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
::-Anti Reality Bolt Shells - 3 pts./model&lt;br /&gt;
::-Assumed Reality Negator - 20 pts./unit&lt;br /&gt;
::-Familiar of Mirrored Cause and Effect - 15 pts. ({{W40kKeyword|Characters}} only).&lt;br /&gt;
::-Graviton Wave Emitter - 15 pts./unit&lt;br /&gt;
::-Improbability Stabiliser - 5 pts./unit&lt;br /&gt;
::-Sacrificial Knife - 10 pts. ({{W40kKeyword|Characters}} only)&lt;br /&gt;
::-Shield of Compromise - 15 pts/model (20 pts. for {{W40kKeyword|Characters}}).&lt;br /&gt;
::-Silence Amplifiers - 10 pts./unit.&lt;br /&gt;
::-Spectromatic Distortion Weapons - 3 pts./model&lt;br /&gt;
::-Uncertain Existence - 7 pts./model&lt;br /&gt;
::-Unpleasant Reality Generator - 10 pts./unit&lt;br /&gt;
::-Unreality Prisms - 5 pts./model&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
===HQs===&lt;br /&gt;
====Doomed One====&lt;br /&gt;
This unit contains 1 Doomed One (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Doomed One || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the God of Contradiction:&#039;&#039;&#039; You can re-roll failed hit rolls for this model if the target is an enemy {{W40kKeyword|Character}}.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of Chaos:&#039;&#039;&#039; You can re-roll failed wound rolls for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Chainsword with one item from the &#039;&#039;Pistols&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Doomed One}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Doomhunter====&lt;br /&gt;
This unit contains 1 Doomhunter (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Doomhunter || 11&amp;quot; || 2+ || 2+ || 4 || 5 || 7 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Impaling Hooves&lt;br /&gt;
*Lance of Undoing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Knight of Malal:&#039;&#039;&#039; All friendly {{W40kKeyword|Malal}} {{W40kKeyword|Cavalry}} units within 6&amp;quot; of this model may add 1 to their hit and wound rolls in a turn in which they charged.&lt;br /&gt;
*&#039;&#039;&#039;Rampaging Steed:&#039;&#039;&#039; Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Doomhunter}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Fate Warper====&lt;br /&gt;
This unit contains 1 Fate Warper (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fate Warper || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Force Sword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Force Sword with one of the followings:&lt;br /&gt;
::-Force Axe - 10 pts.&lt;br /&gt;
::-Force Lance - 8 pts.&lt;br /&gt;
::-Force Maul - 8 pts.&lt;br /&gt;
::-Force Stave - 8 pts.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fate Warper}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Fate Warper on Bike=====&lt;br /&gt;
This unit contains 1 Fate Warper on Bike (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fate Warper on Bike || 14&amp;quot; || 3+ || 3+ || 4 || 5 || 5 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
*Force Sword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Force Sword with one of the followings:&lt;br /&gt;
::-Force Axe - 10 pts.&lt;br /&gt;
::-Force Lance - 8 pts.&lt;br /&gt;
::-Force Maul - 8 pts.&lt;br /&gt;
::-Force Stave - 8 pts.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Fate Warper}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Fate Warper with Jump Pack=====&lt;br /&gt;
This unit contains 1 Fate Warper in Jump Pack (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fate Warper with Jump Pack || 12&amp;quot; || 3+ || 3+ || 4 || 4 || 4 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Force Sword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Force Sword with one of the followings:&lt;br /&gt;
::-Force Axe - 10 pts.&lt;br /&gt;
::-Force Lance - 8 pts.&lt;br /&gt;
::-Force Maul - 8 pts.&lt;br /&gt;
::-Force Stave - 8 pts.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fate Warper}}, {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Fate Warper on Limbo-Tick=====&lt;br /&gt;
This unit contains 1 Fate Warper on Bike (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fate Warper on Limbo-Tick || 16&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Force Sword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
*Tearing Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Draining Bite:&#039;&#039;&#039; Each time this model kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Force Sword with one of the followings:&lt;br /&gt;
::-Force Axe - 10 pts.&lt;br /&gt;
::-Force Lance - 8 pts.&lt;br /&gt;
::-Force Maul - 8 pts.&lt;br /&gt;
::-Force Stave - 8 pts.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Fate Warper}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Fate Warper on Nightmare=====&lt;br /&gt;
This unit contains 1 Fate Warper on Nightmare (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fate Warper on Nightmare || 11&amp;quot; || 3+ || 3+ || 4 || 5 || 5 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Force Sword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Impaling Hooves&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Rampaging Steed:&#039;&#039;&#039; Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Force Sword with one of the followings:&lt;br /&gt;
::-Force Axe - 10 pts.&lt;br /&gt;
::-Force Lance - 8 pts.&lt;br /&gt;
::-Force Maul - 8 pts.&lt;br /&gt;
::-Force Stave - 8 pts.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Fate Warper}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Fate Warper in Terminator Armour=====&lt;br /&gt;
This unit contains 1 Fate Warper in Terminator Armour (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Fate Warper in Terminator Armour || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 5 || 3 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
*Force Stave&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Combi-bolter with one item from the &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Terminator Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Force Stave with one of the followings:&lt;br /&gt;
::-Force Axe - 10 pts.&lt;br /&gt;
::-Force Lance - 8 pts.&lt;br /&gt;
::-Force Maul - 8 pts.&lt;br /&gt;
::-Force Sword - 8 pts.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Fate Warper}}, {{W40kKeyword|Terminator}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Guardian of Contradictions====&lt;br /&gt;
This unit contains 1 Guardian of Contradictions (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Guardian of Contradictions || 8&amp;quot; || 2+ || 2+ || 7 || 6 || 8 || 4 || 10 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Etherblade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dissipator Field:&#039;&#039;&#039; {{W40kKeyword|Daemon}} units within 6&amp;quot; of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy {{W40kKeyword|Psyker}} may not cast or deny any psychic power as long as they are within 12&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Paradoxical Essence:&#039;&#039;&#039; This model has a 4+ Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Strategist of Contradictions:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; of this model may use this model&#039;s Leadership characteristic instead of their own when taking Morale tests. In addition, if your army includes at least one {{W40kKeyword|Guardian of Contradictions}}, roll a die each time you spend a Command Point; on a 5+ that point is not lost.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Guardian of Contradictions can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}&lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Guardian of Contradictions}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Inanis Machinator====&lt;br /&gt;
This unit contains 1 Inanis Machinator (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Inanis Machinator || 6&amp;quot; || 3+ || 2+ || 4 || 4 || 4 || 3 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Flamer&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
*Mechatendrils&lt;br /&gt;
*Meltagun&lt;br /&gt;
*Power Axe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Machinator of Malal:&#039;&#039;&#039; At the end of your Movement phase, an Inanis Machinator can repair a single {{W40kKeyword|Sons of Malice}} {{W40kKeyword|Vehicle}} (other than models that can {{W40kKeyword|Fly}}) within 1&amp;quot;. That model regains D3 lost wounds. A {{W40kKeyword|Vehicle}} cannot be repaired by more than one model with &#039;&#039;Machinator of Malal&#039;&#039; in the same turn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039; or &#039;&#039;Combi-weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Inanis Machinator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Lord of Discrepancy====&lt;br /&gt;
This unit contains 1 Lord of Discrepancy (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Discrepancy || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Discrepancy:&#039;&#039;&#039; You can re-roll hit and save rolls of 1 made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Chainsword with one item from the &#039;&#039;Pistols&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lord of Discrepancy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Lord of Discrepancy on Bike=====&lt;br /&gt;
This unit contains 1 Lord of Discrepancy on Bike (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Discrepancy on Bike || 14&amp;quot; || 2+ || 2+ || 4 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Discrepancy:&#039;&#039;&#039; You can re-roll hit and save rolls of 1 made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Turbo-boost&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Chainsword with one item from the &#039;&#039;Pistols&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Lord of Discrepancy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Lord of Discrepancy with Jump Pack=====&lt;br /&gt;
This unit contains 1 Lord of Discrepancy in Jump Pack (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Discrepancy with Jump Pack || 12&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Discrepancy:&#039;&#039;&#039; You can re-roll hit and save rolls of 1 made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Jump Pack Assault&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Chainsword with one item from the &#039;&#039;Pistols&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lord of Discrepancy}}, {{W40kKeyword|Jump Pack}}, {{W40kKeyword|Fly}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Lord of Discrepancy on Limbo-Tick=====&lt;br /&gt;
This unit contains 1 Lord of Discrepancy on Bike (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Discrepancy on Limbo-Tick || 16&amp;quot; || 2+ || 2+ || 4 || 4 || 6 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
*Tearing Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Draining Bite:&#039;&#039;&#039; Each time this model kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Discrepancy:&#039;&#039;&#039; You can re-roll hit and save rolls of 1 made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Chainsword with one item from the &#039;&#039;Pistols&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Lord of Discrepancy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Lord of Discrepancy on Nightmare=====&lt;br /&gt;
This unit contains 1 Lord of Discrepancy on Nightmare (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Discrepancy on Nightmare || 11&amp;quot; || 2+ || 2+ || 4 || 5 || 6 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Chainsword&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Impaling Hooves&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Discrepancy:&#039;&#039;&#039; You can re-roll hit and save rolls of 1 made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Rampaging Steed:&#039;&#039;&#039; Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Bolt Pistol with one item from the &#039;&#039;Pistols&#039;&#039;, &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Chainsword with one item from the &#039;&#039;Pistols&#039;&#039; or &#039;&#039;Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Lord of Discrepancy}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=====Lord of Discrepancy in Terminator Armour=====&lt;br /&gt;
This unit contains 1 Lord of Discrepancy in Terminator Armour (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Lord of Discrepancy in Terminator Armour || 5&amp;quot; || 2+ || 2+ || 4 || 4 || 6 || 4 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
*Power Sword&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lord of Discrepancy:&#039;&#039;&#039; You can re-roll hit and save rolls of 1 made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Combi-bolter with one item from the &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Terminator Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may replace its Power Sword with one item from the &#039;&#039;Terminator Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Lord of Discrepancy}}, {{W40kKeyword|Terminator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Matron of Malal====&lt;br /&gt;
This unit contains 1 Matron of Malal (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Matron of Malal || 12&amp;quot; || 2+ || 2+ || 6 || 6 || 7 || 4 || 10 || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Spear of Disorder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dissipator Field:&#039;&#039;&#039; {{W40kKeyword|Daemon}} units within 6&amp;quot; of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy {{W40kKeyword|Psyker}} may not cast or deny any psychic power as long as they are within 12&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Maternal Instincts:&#039;&#039;&#039; Each time a friendly {{W40kKeyword|Malal}} unit is killed while within 6&amp;quot; of this model, this model gains +1 to its Strenght characteristic (to the maximum of 10).&lt;br /&gt;
*&#039;&#039;&#039;Paradoxical Essence:&#039;&#039;&#039; This model has a 4+ Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Soothing Sing:&#039;&#039;&#039; Roll two dices and discard the highest result when making Morale tests for friendly {{W40kKeyword|Malal}} units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*A Matron of Malal can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and two psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*May take a Familiar of Mirrored Cause and Effect - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Matron of Malal}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Antraes, Knight Champion of Malal====&lt;br /&gt;
This unit contains 1 Antraes, Knight Champion of Malal (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Antraes, Knight Champion of Malal || 11&amp;quot; || 2+ || 2+ || 5 || 5 || 7 || 5 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Impaling Hooves&lt;br /&gt;
*Lance of Undoing&lt;br /&gt;
*Sigil of the Inverted Harm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;IV Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
*&#039;&#039;&#039;Knight of Malal:&#039;&#039;&#039; All friendly {{W40kKeyword|Malal}} {{W40kKeyword|Cavalry}} units within 6&amp;quot; of this model may add 1 to their hit and wound rolls in a turn in which they charged.&lt;br /&gt;
*&#039;&#039;&#039;Rampaging Steed:&#039;&#039;&#039; Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Lord of Paradoxes&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Antraes, Knight Champion of Malal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Balachiel, Sorcerer Champion of Malal====&lt;br /&gt;
This unit contains 1 Balachiel, Sorcerer Champion of Malal (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Balachiel, Sorcerer Champion of Malal || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 4 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Force Sword&lt;br /&gt;
*Omega Armour&lt;br /&gt;
*Sigil of the Inverted Harm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;V Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*Balachiel can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and three psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Devourer of Warp-Horrors&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Balachiel, Sorcerer Champion of Malal}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dyress, Chosen of Malal====&lt;br /&gt;
This unit contains 1 Dyress, Chosen of Malal (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Dyress, Chosen of Malal || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 5 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Pistol&lt;br /&gt;
*Chainaxe&lt;br /&gt;
*Sigil of the Inverted Harm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;For the God of Contradiction:&#039;&#039;&#039; You can re-roll failed hit rolls for this model if the target is an enemy {{W40kKeyword|Character}}.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of Chaos:&#039;&#039;&#039; You can re-roll failed wound rolls for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;X Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;The Mimic Prince&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Dyress, Chosen of Malal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Karhazy, Lord Champion of Malal====&lt;br /&gt;
This unit contains 1 Karhazy, Lord Champion of Malal (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Karhazy, Lord Champion of Malal || 6&amp;quot; || 2+ || 2+ || 5 || 4 || 5 || 5 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Plasma Pistol&lt;br /&gt;
*Power Maul&lt;br /&gt;
*Sigil of the Inverted Harm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;II Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
*&#039;&#039;&#039;Lord of Discrepancy:&#039;&#039;&#039; You can re-roll hit and save rolls of 1 made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;The Mimic Prince&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Karhazy, Lord Champion of Malal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Kathal, Anarch of the Sons of Malice====&lt;br /&gt;
This unit contains 1 Kathal, Anarch of the Sons of Malice (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Kathal, Anarch of the Sons of Malice || 5&amp;quot; || 2+ || 2+ || 4 || 4 || 7 || 5 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Sigil of the Inverted Harm&lt;br /&gt;
*The War Without End&lt;br /&gt;
*The 11th Talon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Anarch:&#039;&#039;&#039; You can re-roll failed hit rolls made for friendly {{W40kKeyword|Sons of Malice}} units within 6&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;XI Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Lord of Paradoxes&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Kathal}}, {{W40kKeyword|Lord of Discrepancy}}, {{W40kKeyword|Terminator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Makrael, Ancient Champion of Malal====&lt;br /&gt;
This unit contains 1 Makrael, Ancient Champion of Malal (&#039;&#039;&#039;Power Rating 10&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Makrael, Ancient Champion of Malal || 9&amp;quot; || 2+ || 2+ || 7 || 7 || 14 || 5 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Assault Cannon&lt;br /&gt;
*Cyclone Missile Launcher&lt;br /&gt;
*Dreadnought Combat Weapon&lt;br /&gt;
*Storm Bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;I Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
*&#039;&#039;&#039;Legendary Armour:&#039;&#039;&#039; A model with this special rule has a 4+ invulnerable save and ignores any penalty for moving and firing Heavy weapons. However, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Denier of Reality&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may replace its Assault Cannon with one item from the &#039;&#039;Dreadnought Arm Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the &#039;&#039;Dreadnought Arm Weapons&#039;&#039; list.&lt;br /&gt;
*This model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - 26 pts.&lt;br /&gt;
*This model may replace its Storm Bolter with one of the following:&lt;br /&gt;
::-Graviton Blaster - 15 pts.&lt;br /&gt;
::-Heavy Flamer - 12 pts.&lt;br /&gt;
::-Meltagun - 14 pts.&lt;br /&gt;
::-Plasma Blastgun - 21 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Makrael, Ancient Champion of Malal}}, {{W40kKeyword|Dreadnought}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Rustral, Machinator Champion of Malal====&lt;br /&gt;
This unit contains 1 Inanis Machinator (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Rustral, Machinator Champion of Malal || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flamer&lt;br /&gt;
*Meltagun&lt;br /&gt;
*Power Axe&lt;br /&gt;
*Sigil of the Inverted Harm&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Champion Machinator:&#039;&#039;&#039; At the end of your Movement phase, Rustral can repair a single {{W40kKeyword|Sons of Malice}} {{W40kKeyword|Vehicle}} (other than models that can {{W40kKeyword|Fly}}) within 1&amp;quot;. That model regains 2D3 lost wounds. A {{W40kKeyword|Vehicle}} cannot be repaired by more than one model with &#039;&#039;Machinator of Malal&#039;&#039; in the same turn.&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VII Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Chosen of the Unclear&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Rustral, Machinator Champion of Malal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Salem, Anarchy Champion of Malal====&lt;br /&gt;
This unit contains 1 Salem, Anarchy Champion of Malal (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Salem, Anarchy Champion of Malal || 4&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 5 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolter of the Chaotic One&lt;br /&gt;
*Chaos Flail&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Icon of Our Fall from Grace:&#039;&#039;&#039; Bolter of the Chaotic One and Chaos Flail weapons used within 3” of this unit generate 1 extra, automatically hitting hit each time they are used.&lt;br /&gt;
*&#039;&#039;&#039;IX Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
*&#039;&#039;&#039;Tartarus Armour of the Ineffable One:&#039;&#039;&#039; A model with this rule has a 4+ invulnerable save but has to halve all advance distances. In addition, a model with this rule may not be hit by a weapon with a randomly generated number of attacks, even if that weapon would normally automatically hit its target.&lt;br /&gt;
*&#039;&#039;&#039;Teleport Homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Lord of Paradoxes&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Salem, Anarchy Champion of Malal}}, {{W40kKeyword|Terminator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Tharans, Void Champion of Malal====&lt;br /&gt;
This unit contains 1 Tharans, Void Champion of Malal (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Tharans, Void Champion of Malal || 12&amp;quot; || 2+ || 2+ || 5 || 4 || 5 || 5 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*MK6 Corvus Armour&lt;br /&gt;
*Two Lightning Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;III Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
*&#039;&#039;&#039;Void Champion:&#039;&#039;&#039; All friendly {{W40kKeyword|Malal}} {{W40kKeyword|Jump Pack}} units within 6&amp;quot; of this model may add 1 to their hit and wound rolls in a turn in which they charged.&lt;br /&gt;
*&#039;&#039;&#039;Void Jump:&#039;&#039;&#039; When you set up Tharans during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set it up anywhere that is more than 9&amp;quot; away from enemy models. In addition, enemy units cannot fire Overwatch against Tharans in the same turn that it arrived by this rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Denier of Reality&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Tharans, Void Champion of Malal}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Jump Pack}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Vuthal, Null Champion of Malal====&lt;br /&gt;
This unit contains 1 Vuthal, Null Champion of Malal (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Vuthal, Null Champion of Malal || 6&amp;quot; || 2+ || 2+ || 4 || 5 || 6 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Force Sword&lt;br /&gt;
*Plasma Pistol&lt;br /&gt;
*Shield of Compromise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Null Field:&#039;&#039;&#039; Enemy {{W40kKeyword|Psykers}} must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 12&amp;quot; of them.&lt;br /&gt;
*&#039;&#039;&#039;VIII Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Devourer of Warp-Horrors&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Vuthal, Null Champion of Malal}}, {{W40kKeyword|Character}}&lt;br /&gt;
&lt;br /&gt;
====Zarath, Biker Champion of Malal====&lt;br /&gt;
This unit contains 1 Zarath, Biker Champion of Malal (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Zarath, Biker Champion of Malal || 12&amp;quot; || 2+ || 2+ || 4 || 5 || 5 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
*Power Lance&lt;br /&gt;
*Shield of Compromise&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Biker Champion:&#039;&#039;&#039; All friendly {{W40kKeyword|Malal}} {{W40kKeyword|Biker}} units within 6&amp;quot; of this model may add 1 to their hit and wound rolls in a turn in which they charged.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-boost&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;VI Champion of Malal:&#039;&#039;&#039; Friendly {{W40kKeyword|Malal}} units within 6&amp;quot; add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other &#039;&#039;Champion of Malal&#039;&#039; special rules).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Chosen of the Unclear&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|HQ}}, {{W40kKeyword|Character}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Zarath, Biker Champion of Malal}}&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
====Daughters of Malice====&lt;br /&gt;
This unit contains 1 Older Daughter and 4 Daughters of Malice (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 5 more Daughters of Malice (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 10 more Daughters of Malice (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 15 more Daughters of Malice (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Daughter of Malice || 6&amp;quot; || 4+ || 3+ || 3 || 3 || 1 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Older Daughter || 6&amp;quot; || 4+ || 3+ || 3 || 3 || 1 || 2 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Boltgun&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Faith in the Chaotic One:&#039;&#039;&#039;&lt;br /&gt;
:*A unit with this rule ignores damage received on a 6+, and for every 10 models in a unit, it may deny a single psychic power as if it was a {{W40kKeyword|Psyker}}.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any Daughter of Malice may replace its Boltgun with a Chainsword - free&lt;br /&gt;
*For every five models in the unit, one Daughter of Malice may replace its Bolt Pistol with a Plasma Pistol - 5 pts./model&lt;br /&gt;
*For every five models in the unit, two Daughters of Malice may replace its Boltgun with one of the following:&lt;br /&gt;
::-Flamer - 6 pts.&lt;br /&gt;
::-Heavy Bolter - 10 pts.&lt;br /&gt;
::-Heavy Flamer - 14 pts.&lt;br /&gt;
::-Meltagun - 14 pts.&lt;br /&gt;
::-Multi-melta - 27 pts.&lt;br /&gt;
::-Storm Bolter - 2 pts.&lt;br /&gt;
*The Older Daughter may replace its Bolt Pistol and/or Boltgun with two items from the following:&lt;br /&gt;
::-Chainsword - free&lt;br /&gt;
::-Combi-flamer - 8 pts.&lt;br /&gt;
::-Combi-melta - 15 pts.&lt;br /&gt;
::-Combi-plasma - 11 pts.&lt;br /&gt;
::-Condemnor Boltgun - 1 pts.&lt;br /&gt;
::-Inferno Pistol - 7 pts.&lt;br /&gt;
::-Plasma Pistol - 5 pts.&lt;br /&gt;
::-Power Axe - 5 pts.&lt;br /&gt;
::-Power Lance - 4 pts.&lt;br /&gt;
::-Power Maul - 5 pts.&lt;br /&gt;
::-Power Sword - 4 pts.&lt;br /&gt;
::-Storm Bolter - 2 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Daughters of Malice}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Followers of Malal====&lt;br /&gt;
This unit contains 1 Follower Champion and 9 Followers of Malal (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 10 more Followers of Malal (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;), up to 20 more Followers of Malal (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 30 more Followers of Malal (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Follower of Malal || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 1 || 5 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| Follower Champion || 6&amp;quot; || 4+ || 4+ || 3 || 3 || 1 || 2 || 6 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Autogun&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Mere Pawns:&#039;&#039;&#039; {{W40kKeyword|Followers of Malal}} units do not gain the &#039;&#039;The Lords of Randomness and Servants of Chaos&#039;&#039; Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any Follower may replace its Autogun with an Autopistol and Brutal Assault Weapon - free&lt;br /&gt;
*For every ten models in the unit, one Follower may replace its Autogun with one of the following:&lt;br /&gt;
::-Heavy Stubber - 2 pts./model&lt;br /&gt;
::-Flamer - 6 pts./model&lt;br /&gt;
*The Follower Champion may replace its Autogun with one of the following:&lt;br /&gt;
::Autopistol and Brutal Assault Weapon - free&lt;br /&gt;
::Shotgun - free&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Followers of Malal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Sons of Malice====&lt;br /&gt;
This unit contains 1 Aspiring Champion and 4 Sons of Malice (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 5 more Sons of Malice (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 10 more Sons of Malice (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or up to 15 more Sons of Malice (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Son of Malice || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Aspiring Champion || 6&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 2 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Boltgun&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any Son of Malice may replace its Boltgun with a Chainsword - free&lt;br /&gt;
*For every five models in the unit, one Son of Malice may replace its Bolt Pistol with a Plasma Pistol - 5 pts./model&lt;br /&gt;
*For every five models in the unit, one Son of Malice may replace its Boltgun with one item from the &#039;&#039;Special Weapons&#039;&#039; or &#039;&#039;Heavy Weapons&#039;&#039; lists. &lt;br /&gt;
*The Aspiring Champion may replace its Bolt Pistol and/or Boltgun with two items from the &#039;&#039;Champion Equipment&#039;&#039; list.&lt;br /&gt;
*All models in the unit may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list, the same for every model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Troops}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Sons of Malice}}&lt;br /&gt;
&lt;br /&gt;
===Elite===&lt;br /&gt;
====Accountant of the Uncertain One====&lt;br /&gt;
This unit contains 1 Accountant of the Uncertain One (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Accountant of the Uncertain One  || 6&amp;quot; || 3+ || 3+ || 4 || 5 || 5 || 3 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Power Fist&lt;br /&gt;
*Statistical Degradation Field&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Recorder and Propagator of Uncertainty:&#039;&#039;&#039; During the course of the battle keep track of the number of dices rolled to determine a random value (eg. when determining charge distances, for the number of shots fired by a gun or the amount of damage done by a weapon), then throughout the battle consult the table below:&lt;br /&gt;
::&#039;&#039;&#039;-0-9:&#039;&#039;&#039; Nothing happens.&lt;br /&gt;
::&#039;&#039;&#039;-10-19:&#039;&#039;&#039; All friendly {{W40kKeyword|Sons of Malice}} units within 6” of this unit add 1 to their Leadership characteristics.&lt;br /&gt;
::&#039;&#039;&#039;-20-29:&#039;&#039;&#039; All friendly {{W40kKeyword|Sons of Malice}} units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11&amp;quot; of this unit subtract 1 from their Leadership characteristics.&lt;br /&gt;
::&#039;&#039;&#039;-30-49:&#039;&#039;&#039; All friendly {{W40kKeyword|Sons of Malice}} units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11&amp;quot; of this unit subtract 1 from their Leadership characteristics. In addition, all friendly {{W40kKeyword|Sons of Malice}} units with 11” may roll twice the number of dices and discard the lowest half when determining a random number of shots, attacks or damage.&lt;br /&gt;
::&#039;&#039;&#039;-50+:&#039;&#039;&#039;All friendly {{W40kKeyword|Sons of Malice}} units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11” of this unit subtract 1 from their Leadership characteristics. In addition, all friendly {{W40kKeyword|Sons of Malice}} units with 11” do not roll dice to determine a random number of shots, attacks or damage (eg. From weapons with a random number of hits), instead, it will always be the highest it can be (eg, a weapon with D6 damage would instead deal 6 damage).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take a Sigil of the Inverted Harm - 15 pts.&lt;br /&gt;
*This model may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Accountant of the Uncertain One}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Anarchy Marines====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt; &#039;&#039;The Anarchy Marines are not original Sons of Malice. They are elite tartaros marines from one of the original marines from before the Horus Heresy that fell into the warp to never be seen again. Upon returning to reality their original heraldry was wiped away and their helmets warped into perfectly smooth, and reflecting surfaces which reflect back something different to each creature that looks where their eye slurs used to be. Regardless of their original heraldry each marine is now perfectly identical to each other, and yet completely different. Even their silences are different yet the same as they hew their way through their foes, performing the anarchical plans of their slave master, the god who is not.&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
This unit contains 1 Anarchy Marine Champion and 5 Anarchy Marines (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can include up to 5 more Anarchy Marines (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;). Only one of this unit may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Anarchy Marine || 4&amp;quot; || 2+ || 2+ || 4 || 4 || 3 || 2 || 10 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Anarchy Marine Champion || 4&amp;quot; || 2+ || 2+ || 4 || 4 || 3 || 3 || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolter of the Chaotic One&lt;br /&gt;
*Chaos Flail&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Tartarus Armour of the Ineffable One:&#039;&#039;&#039;&lt;br /&gt;
::A model with this rule has a 4+ invulnerable save but has to halve all advance distances. In addition, a model with this rule may not be hit by a weapon with a randomly generated number of attacks, even if that weapon would normally automatically hit its target.&lt;br /&gt;
*&#039;&#039;&#039;Teleport Homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Anarchy Marines}}, {{W40kKeyword|Terminator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hiulcus Terminators====&lt;br /&gt;
This unit contains 1 Hiulcus Terminator Champion and 5 Hiulcus Terminators (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 5 more Hiulcus Terminators (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hiulcus Terminators || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 2 || 8 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Hiulcus Terminators Champion || 5&amp;quot; || 3+ || 3+ || 4 || 4 || 2 || 3 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
*Power Axe&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Homer&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Teleport Strike&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Terminator Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Combi-bolter with one item from the &#039;&#039;Combi-weapons&#039;&#039; or &#039;&#039;Terminator Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*Any model may replace its Combi-bolter with one of the following:&lt;br /&gt;
::-Heavy Bolter - 10 pts./model&lt;br /&gt;
::-Heavy Flamer - 14 pts./model&lt;br /&gt;
::-Reaper Autocannon - 10 pts./model&lt;br /&gt;
*Any model may replace its Power Sword with one item from the &#039;&#039;Terminator Melee Weapons&#039;&#039; lists.&lt;br /&gt;
*Any model may take a Shield of Compromise - 15 pts./model&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hiulcus Terminators}}, {{W40kKeyword|Terminator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Maidens of Malal====&lt;br /&gt;
This unit contains 1 Maiden of Malal (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can include up to 1 more Maiden of Malal (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or up to 2 more Maidens of Malal (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Maiden of Malal || 12&amp;quot; || 3+ || 3+ || 6 || 6 || 7 || 3 || 9 || -&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Spear of Disorder&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dissipator Field:&#039;&#039;&#039; {{W40kKeyword|Deamon}} units within 6&amp;quot; of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy {{W40kKeyword|Psyker}} may not cast or deny any psychic power as long as they are within 12&amp;quot; of this model.&lt;br /&gt;
*&#039;&#039;&#039;Maternal Instincts:&#039;&#039;&#039; Each time a friendly {{W40kKeyword|Malal}} unit is killed while within 6&amp;quot; of this model, this model gains +1 to its Strenght characteristic (to the maximum of 10).&lt;br /&gt;
*&#039;&#039;&#039;Paradoxical Essence:&#039;&#039;&#039; This model has a 4+ Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Soothing Sing:&#039;&#039;&#039; Roll two dices and discard the highest result when making Morale tests for friendly {{W40kKeyword|Malal}} units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}&lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Maidens of Malal}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Null Knights====&lt;br /&gt;
This unit contains 1 Null Champion and 5 Null Knights (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can include up to 5 more Null Knights (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Null Knights || 6&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 1 || 7 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Null Champion || 6&amp;quot; || 3+ || 3+ || 4 || 5 || 2 || 2 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Boltblast&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Auxiliary Grenade Launcher&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Harbingers of Entropy:&#039;&#039;&#039; This unit may fire its weapons at enemy units that are locked in combat and may fire when itself is locked in combat, although it has to fire at the unit it is in close combat with. Every time it does so, for each missed hit roll allocate one hit with the same profile onto the unit the target unit is in close combat with.&lt;br /&gt;
*&#039;&#039;&#039;Null Field:&#039;&#039;&#039; Enemy {{W40kKeyword|Psykers}} must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 12&amp;quot; of them.&lt;br /&gt;
*&#039;&#039;&#039;Reduce Everything to Rubble:&#039;&#039;&#039; Each time you make a wound roll of 6+ for a shooting weapon from this unit, that hit is resolved with an AP of -3 and causes the maximum possible number of wounds it can inflict.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any Null Knight may replace its Boltblast with one of the following:&lt;br /&gt;
::-Auxiliary Grenade Launcher - 2 pts./model&lt;br /&gt;
::-Force Sword - 8 pts./model&lt;br /&gt;
::-Missile Launcher - 20 pts./model&lt;br /&gt;
*The Null Champion may replace its Bolt Pistol and/or Boltblast with two items from the &#039;&#039;Champion Equipment&#039;&#039; list.&lt;br /&gt;
*The Null Champion may take a Demolition Charge - 10 pts.&lt;br /&gt;
*All models in the unit may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list, the same for every model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Null Knights}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Silent Dreadnought====&lt;br /&gt;
This unit contains 1 Silent Dreadnought (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Silent Dreadnought (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additonal Silent Dreadnoughts (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Silent Dreadnought || 6&amp;quot; || 3+ || 3+ || 7 || 7 || 10 || 4 || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Assault Cannon&lt;br /&gt;
*Dreadnought Combat Weapon&lt;br /&gt;
*Storm Bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Assault Cannon with one item from the &#039;&#039;Dreadnought Arm Weapons&#039;&#039; list.&lt;br /&gt;
*Any model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the &#039;&#039;Dreadnought Arm Weapons&#039;&#039; list.&lt;br /&gt;
*Any model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - 26 pts.&lt;br /&gt;
*Any model may replace its Storm Bolter with one of the following:&lt;br /&gt;
::-Graviton Blaster - 15 pts.&lt;br /&gt;
::-Heavy Flamer - 12 pts.&lt;br /&gt;
::-Meltagun - 14 pts.&lt;br /&gt;
::-Plasma Blastgun - 21 pts.&lt;br /&gt;
*Any model may take a Voidstrike Missile - 15 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Silent Dreadnought}}, {{W40kKeyword|Dreadnought}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Solipsism====&lt;br /&gt;
This unit contains 1 Solipsism (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Solipsism  || 6&amp;quot; || 2+ || 2+ || 4 || 4 || 5 || 4 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Devider&lt;br /&gt;
*Sigil of the Inverted Harm&lt;br /&gt;
*Void Grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nothing Besides the Self:&#039;&#039;&#039; &#039;&#039;All things are the same, all things are the Self, when the Self is removed all things must be removed.&#039;&#039;&lt;br /&gt;
::If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Out of Sight, Out of Mind, Out of Reality:&#039;&#039;&#039; &#039;&#039;If the Self cannot realize the existence of the non-Self, the non-Self cannot exist.&#039;&#039;&lt;br /&gt;
::No attack can be made against Solipsism where the attacker does not have Line of Sight to Solipsism. In addition, at the end of your Movement phase, if this model is not within line of sight of any enemy unit, it can decide to jump out of reality; if it does so, remove it from the battlefield and replace it anywhere on the table as long as it&#039;s not within line of sight of any enemy unit.&lt;br /&gt;
*&#039;&#039;&#039;The Self is All:&#039;&#039;&#039; &#039;&#039;What benefits the Self benefits all, what harms the Self harms all.&#039;&#039;&lt;br /&gt;
::Add 1 to the Strength and Attacks characteristic of friendly {{W40kKeyword|Malal}} units within 6&amp;quot; of Solipsism. In addition, roll a die each time this model suffers a wound, on a 4+ all models within 1&amp;quot; suffer one mortal wound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Elites}}, {{W40kKeyword|Character}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Solipsism}}&lt;br /&gt;
&lt;br /&gt;
===Fast Attacks===&lt;br /&gt;
====Bikers of Malal====&lt;br /&gt;
This unit contains 1 Biker Champion and 2 Bikers (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include up to 4 more Bikers (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 8 more Bikers (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Biker || 12&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 1 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Biker Champion || 12&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 2 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
*Frag Grenades&lt;br /&gt;
*Krak Grenades&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bikers of Malal:&#039;&#039;&#039; Models in this unit add 1 to their Attack characteristic and gain a 5+ invulnerability save whilst their unit has 11 models.&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Turbo-boost&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Bolt Pistol with one item from the &#039;&#039;Melee Weapons&#039;&#039; list.&lt;br /&gt;
*For every three models in the unit, one Biker may replace its Bolt Pistol with one item from the &#039;&#039;Special Weapons&#039;&#039; list.&lt;br /&gt;
*For every three models in the unit, one Biker may replace its Combi-bolter with one item from the &#039;&#039;Combi Weapons&#039;&#039; list. &lt;br /&gt;
*The Biker Champion may replace its Bolt Pistol with one item from the &#039;&#039;Champion Equipment&#039;&#039; or &#039;&#039;Special Weapons&#039;&#039; list.&lt;br /&gt;
*The Biker Champion may replace its Combi-bolter with one item from the &#039;&#039;Combi Weapons&#039;&#039; list.&lt;br /&gt;
*Any model may take a Shield of Compromise - 15 pts./model&lt;br /&gt;
*All models in the unit may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list, the same for every model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Biker}}, {{W40kKeyword|Bikers}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Doomriders====&lt;br /&gt;
This unit contains 3 Doomriders (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 4 more Doomriders (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or up to 8 more Doomriders (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Doomrider || 11&amp;quot; || 3+ || - || 4 || 5 || 3 || 2 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Impaling Hooves&lt;br /&gt;
*Lance of Undoing&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ethereal Skin:&#039;&#039;&#039; Roll a die each time a model from this unit suffers a wound, on a 5+ it doesn&#039;t suffer that wound.&lt;br /&gt;
*&#039;&#039;&#039;Rampaging Steed:&#039;&#039;&#039; Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Steeds of Malal:&#039;&#039;&#039; Doomriders have 3 Attacks instead of 2 and gain a 5+ invulnerability save whilst their unit has 11 models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Doomriders}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Hook Horrors====&lt;br /&gt;
This unit contains 5 Hook Horrors (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 5 more Hook Horrors (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 10 more Hook Horrors (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or up to 15 more Hook Horrors (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Hook Horrors || 8&amp;quot; || 3+ || 3+ || 4 || 3 || 1 || 2 || 7 || 6+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flensing Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unreasonably Fast:&#039;&#039;&#039; This model has a 5+ Invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Warping Aura:&#039;&#039;&#039; {{W40kKeyword|Deamon}} units within 6&amp;quot; of this unit have to subtract 1 from all their hit rolls. In addition, enemy {{W40kKeyword|Psyker}} must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 6&amp;quot; of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Hook Horrors}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Limbo-Ticks====&lt;br /&gt;
This unit contains 3 Limbo-Ticks (&#039;&#039;&#039;Power Rating 2&#039;&#039;&#039;). It can include up to 3 more Limbo-Ticks (&#039;&#039;&#039;Power Rating +2&#039;&#039;&#039;), up to 6 more Limbo-Ticks (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;), up to 9 more Limbo-Ticks (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;), or up to 12 more Limbo-Ticks (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Limbo-Tick || 16&amp;quot; || 3+ || - || 4 || 3 || 2 || 2 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Tearing Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Draining Bite:&#039;&#039;&#039; Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Limbo-Ticks}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Pandemonic Paradoxes====&lt;br /&gt;
This unit contains 3 Pandemonic Paradoxes (&#039;&#039;&#039;Power Rating 5&#039;&#039;&#039;). It can include up to 3 more Pandemonic Paradoxes (&#039;&#039;&#039;Power Rating +5&#039;&#039;&#039;) or up to 6 more Pandemonic Paradoxes (&#039;&#039;&#039;Power Rating +10&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Pandemonic Paradox || 10&amp;quot; || 3+ || - || 5 || 4 || 3 || 3 || 6 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Gaping Maw&lt;br /&gt;
*Mantis Scythes&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Voice of Banishment:&#039;&#039;&#039; Enemy units within 6&amp;quot; of this unit suffer a -2 penalty to their Leadership characteristic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Beast}}, {{W40kKeyword|Pandemonic Paradoxes}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Parasite Riders====&lt;br /&gt;
This unit contains 3 Parasite Riders (&#039;&#039;&#039;Power Rating 3&#039;&#039;&#039;). It can include up to 4 more Parasite Riders (&#039;&#039;&#039;Power Rating +3&#039;&#039;&#039;) or up to 8 more Parasite Riders (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Parasite Rider || 16&amp;quot; || 3+ || - || 4 || 4 || 2 || 2 || 9 || 5+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Flensing Hooks&lt;br /&gt;
*Tearing Hooks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Draining Bite:&#039;&#039;&#039; Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle.&lt;br /&gt;
*&#039;&#039;&#039;Steeds of Malal:&#039;&#039;&#039; Parasite Riders have 3 Attacks instead of 2 and gain a 5+ invulnerability save whilst their unit has 11 models.&lt;br /&gt;
*&#039;&#039;&#039;Warping Aura:&#039;&#039;&#039; {{W40kKeyword|Deamon}} units within 6&amp;quot; of this unit have to subtract 1 from all their hit rolls. In addition, enemy {{W40kKeyword|Psyker}} must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 6&amp;quot; of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}} &lt;br /&gt;
*{{W40kKeyword|Fast Attack}}, {{W40kKeyword|Cavalry}}, {{W40kKeyword|Parasite Riders}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Void Claws====&lt;br /&gt;
This unit contains 1 Void Claw Champion and 5 Void Claws (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 5 more Void Claws (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Void Claw || 12&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 1 || 8 || 3+&lt;br /&gt;
|-&lt;br /&gt;
| Void Claw Champion || 12&amp;quot; || 3+ || 3+ || 4 || 4 || 1 || 2 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Frag Grenade&lt;br /&gt;
*Krak Grenade&lt;br /&gt;
*Two Lightning Claws&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Talons from Beyond:&#039;&#039;&#039; Models in this unit add 1 to their Attack characteristic and gain a 5+ invulnerability save whilst their unit has 11 models.&lt;br /&gt;
*&#039;&#039;&#039;Void Jump:&#039;&#039;&#039; When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9&amp;quot; away from enemy models. In addition, enemy units cannot fire Overwatch against this unit in the same turn that it arrived by this rule.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*All models in the unit may take one item from the &#039;&#039;Heresy Era Power Armours&#039;&#039; list, the same for every model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Fast Attacks}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Void Claws}}, {{W40kKeyword|Fly}}, {{W40kKeyword|Jump Pack}}&lt;br /&gt;
&lt;br /&gt;
===Heavy Supports===&lt;br /&gt;
====Discors Land Raider Squadron====&lt;br /&gt;
This unit contains 1 Discors Land Raider (&#039;&#039;&#039;Power Rating 13&#039;&#039;&#039;). It can include 1 additional Discors Land Raider (&#039;&#039;&#039;Power Rating +13&#039;&#039;&#039;) or 2 additional Discors Land Raiders (&#039;&#039;&#039;Power Rating +26&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Discors Land Raider || * || 6+ || * || 8 || 8 || 16 || * || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 9-16+ || 10&amp;quot; || 3+ || 6&lt;br /&gt;
|-&lt;br /&gt;
| 5-8 || 6&amp;quot; || 4+ || D6&lt;br /&gt;
|-&lt;br /&gt;
| 1-4 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Twin Heavy Bolter&lt;br /&gt;
*Two Twin Lascannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unphasing Structure:&#039;&#039;&#039; This unit doesn&#039;t suffer the penalty of 1 to its hit rolls for moving and shooting with Heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; A Discors Land Raider can transport up to 10 {{W40kKeyword|Sons of Malice}} {{W40kKeyword|Infantry}} models (Each {{W40kKeyword|Terminator}} and {{W40kKeyword|Jump Pack}} model takes up the space of two other models).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its two Twin Lascannon for one of the followings:&lt;br /&gt;
::-Two Flamestorm Cannons - 60 pts.&lt;br /&gt;
::-Two Hurricane Bolter - 20 pts.&lt;br /&gt;
*Any model may replace its Twin Heavy Bolter for one of the followings:&lt;br /&gt;
::-Twin Assault Cannon - 44 pts.&lt;br /&gt;
::-Twin Heavy Flamer - 28 pts.&lt;br /&gt;
*Any model may take a Voidstrike Missile - 15 pts.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Combi-weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Discors Land Raider}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Discors Predator Squadron====&lt;br /&gt;
This unit contains 1 Discors Predator (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include 1 additional Discors Predator (&#039;&#039;&#039;Power Rating +6&#039;&#039;&#039;) or 2 additional Discors Predator (&#039;&#039;&#039;Power Rating +12&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Discors Predator || * || 6+ || * || 6 || 7 || 11 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 10&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 5&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Predator Autocannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Killshot:&#039;&#039;&#039; If this unit contains three Discors Vindicators, add 1 to the wound rolls and damage for all of the Discors Predators&#039; shooting attacks that target the same {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}}.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Predator Autocannon with a Twin Lascannon - 40 pts.&lt;br /&gt;
*Any model may take one of the following:&lt;br /&gt;
::Two Heavy Bolters - 20 pts.&lt;br /&gt;
::Two Lascannons - 50 pts.&lt;br /&gt;
*Any model may take a Voidstrike Missile - 15 pts.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Combi-weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Discors Predator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Discors Vindicator Squadron====&lt;br /&gt;
This unit contains 1 Discors Vindicator (&#039;&#039;&#039;Power Rating 7&#039;&#039;&#039;). It can include 1 additional Discors Vindicator (&#039;&#039;&#039;Power Rating +7&#039;&#039;&#039;) or 2 additional Discors Vindicators (&#039;&#039;&#039;Power Rating +14&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Discors Vindicator || * || 6+ || * || 6 || 8 || 11 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 6-11+ || 10&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 5&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Demolisher Cannon&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment:&#039;&#039;&#039; If this unit contains three Discors Vindicators, the squadron can fire a single Linebreaker Bombardment instead of firing normally. To do so, select a point on the battlefield within 24&amp;quot; of all three vehicles that is visible to all of them. Roll a D6 for each unit within 6&amp;quot; of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a {{W40kKeyword|Character}}. On a 4+ that unit suffers 3D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Demolisher Cannon with a Laser Destroyer Array and lose the &#039;&#039;&#039;Linebreaker Bombardment&#039;&#039;&#039; special rule - 20 pts./model&lt;br /&gt;
*Any model may take a Voidstrike Missile - 15 pts.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Combi-weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Discors Vindicator}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Legion Battle-Automata====&lt;br /&gt;
This unit contains 1 Legion Battle-Automata (&#039;&#039;&#039;Power Rating 9&#039;&#039;&#039;). It can include 1 additional Legion Battle-Automata (&#039;&#039;&#039;Power Rating +9&#039;&#039;&#039;) or 2 additional Legion Battle-Automatas (&#039;&#039;&#039;Power Rating +19&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Legion Battle-Automata || * || * || * || 7 || 7 || 14 || 3 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! WS&lt;br /&gt;
|-&lt;br /&gt;
| 8-14+ || 8&amp;quot; || 3+ || 3+&lt;br /&gt;
|-&lt;br /&gt;
| 4-7 || 6&amp;quot; || 4+ || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 1-3 || 4&amp;quot; || 5+ || 5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Distortion Bolt Cannon&lt;br /&gt;
*Siege-breaker Hammer&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Armoured Bulwark:&#039;&#039;&#039; &#039;&#039;The robots of legions’ old would march side by side to absorb the enemies fire. This has not changed despite the machines newfound independent thought.&#039;&#039;&lt;br /&gt;
::Add 1 to this model&#039;s invulnerability save for every other model with this rule within 2&amp;quot; (to a maximum of 3+).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Colossal Shields:&#039;&#039;&#039; &#039;&#039;Legion Battle-Automatas could be found marching forward in almost perfect lockstep, their shield’s shield generators overlapping to create an almost impregnable wall of force.&#039;&#039;&lt;br /&gt;
::A unit with this rule has a 5+ invulnerability save and may add 1 to its saving rolls against weapons with a randomly determined number of shots/attacks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Corrupted Intelligence:&#039;&#039;&#039; &#039;&#039;Before and during the heresy, the Imperium of Man made use of machine intelligence in a limited sense. Legions of battle automata could be found marching towards their foes at the behest of a Mechanicum coordinator and would become largely aimless without their presence. However, certain automata were made more intelligent to others, intelligent enough that the caress of chaos was enough to awaken some small sentience within.&#039;&#039;&lt;br /&gt;
::Unless there is a {{W40kKeyword|Malal}} {{W40kKeyword|Character}} within 12”, a unit with this rule may only target and charge the nearest enemy unit. However, if there is not a {{W40kKeyword|Malal}} {{W40kKeyword|Character}} within 12” this unit adds 1 to its hit rolls and may re-roll failed hit rolls of 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Legion Battle-Automata}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Malice Contemptor====&lt;br /&gt;
This unit contains 1 Malice Contemptor (&#039;&#039;&#039;Power Rating 8&#039;&#039;&#039;). It can include 1 additional Malice Contemptort (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;) or 2 additonal Malice Contemptors (&#039;&#039;&#039;Power Rating +16&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Malice Contemptor || 9&amp;quot; || 2+ || 2+ || 7 || 7 || 14 || 4 || 9 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Assault Cannon&lt;br /&gt;
*Dreadnought Combat Weapon&lt;br /&gt;
*Storm Bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Atomantic Shielding:&#039;&#039;&#039; A model with this special rule has a 5+ invulnerable save. However, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may replace its Assault Cannon with one item from the &#039;&#039;Dreadnought Arm Weapons&#039;&#039; list.&lt;br /&gt;
*Any model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the &#039;&#039;Dreadnought Arm Weapons&#039;&#039; list.&lt;br /&gt;
*Any model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - 26 pts.&lt;br /&gt;
*Any model may replace its Storm Bolter with one of the following:&lt;br /&gt;
::-Graviton Blaster - 15 pts.&lt;br /&gt;
::-Heavy Flamer - 12 pts.&lt;br /&gt;
::-Meltagun - 14 pts.&lt;br /&gt;
::-Plasma Blastgun - 21 pts.&lt;br /&gt;
*Any model may take a Cyclone Missile Launcher - 38 pts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Malice Contemptor}}, {{W40kKeyword|Dreadnought}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Thunder Warriors====&lt;br /&gt;
This unit contains 3 Thunder Warriors (&#039;&#039;&#039;Power Rating 6&#039;&#039;&#039;). It can include up to 8 additional Thunder Warriors (&#039;&#039;&#039;Power Rating +2/model&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Thunder Warrior || 7&amp;quot; || 2+ || 3+ || 5 || 5 || 4 || 4 || 9 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Heavy Bolter &lt;br /&gt;
*Power Fist&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;A Brutish Weapon from a Different Time:&#039;&#039;&#039; A unit with this rule adds 1 to its Strength and Attack characteristics on a turn in which it charged, was charged or performed a heroic intervention. In addition, roll a D6 for each model in this unit performs a charge or heroic intervention, on a 4+ the charges unit takes a mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Biological Brutes:&#039;&#039;&#039; A unit with this rule ignores damage received on a 5+ on a D6. On a roll of 1, however, this unit doubles the amount of damage it was attempting to ignore.&lt;br /&gt;
*&#039;&#039;&#039;Mark 1 Power Armour Blessed by Malal:&#039;&#039;&#039; A unit with this rule has a 6+ invulnerability save.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Heavy Support}}, {{W40kKeyword|Infantry}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Thunder Warriors}}&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transports===&lt;br /&gt;
====Discors Rhino Squadron====&lt;br /&gt;
This unit contains 1 Discors Rhino (&#039;&#039;&#039;Power Rating 4&#039;&#039;&#039;). It can include 1 additional Discors Rhino (&#039;&#039;&#039;Power Rating +4&#039;&#039;&#039;) or 2 additional Discors Rhinos (&#039;&#039;&#039;Power Rating +8&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Discors Rhino || * || 6+ || * || 6 || 7 || 16 || * || 8 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A&lt;br /&gt;
|-&lt;br /&gt;
| 6-10+ || 12&amp;quot; || 3+ || 3&lt;br /&gt;
|-&lt;br /&gt;
| 3-5 || 6&amp;quot; || 4+ || D3&lt;br /&gt;
|-&lt;br /&gt;
| 1-2 || 3&amp;quot; || 5+ || 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Combi-bolter&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6&amp;quot; suffers D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Vehicle Squadron:&#039;&#039;&#039; The maximum cohesion distance of this unit is 6&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; A Discors Rhino can transport up to 10 {{W40kKeyword|Malal}} {{W40kKeyword|Infantry}} models (Each {{W40kKeyword|Terminator}} and {{W40kKeyword|Jump Pack}} model takes up the space of two other models).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*Any model may take a Voidstrike Missile - 15 pts.&lt;br /&gt;
*Any model may take one item from the &#039;&#039;Combi-weapons&#039;&#039; list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Dedicated Transport}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Discors Rhino}}, {{W40kKeyword|Transport}}&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
====Discors Mastodon Heavy Assault Transport====&lt;br /&gt;
This unit contains 1 Discors Mastodon Heavy Assault Transport (&#039;&#039;&#039;Power Rating 35&#039;&#039;&#039;).&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Discors Mastodon || * || 6+ || * || 8 || 8 || 40 || * || 10 || 2+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Remaining W !! M !! BS !! A !! Void Shield&lt;br /&gt;
|-&lt;br /&gt;
| 31-40+ || 12&amp;quot; || 3+ || 6 || 4+&lt;br /&gt;
|-&lt;br /&gt;
| 21-30 || 10&amp;quot; || 4+ || D6 || 5+&lt;br /&gt;
|-&lt;br /&gt;
| 11-20 || 8&amp;quot; || 5+ || D3 || 6+&lt;br /&gt;
|-&lt;br /&gt;
| 1-10 || 6&amp;quot; || 6+ || 1 || 7+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Siege Melta Array&lt;br /&gt;
*Skyreaper Battery&lt;br /&gt;
*Two Heavy Flamers&lt;br /&gt;
*Two Lascannons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Assault Vehicle:&#039;&#039;&#039; Models may disembark from this model during a turn in which it has moved.&lt;br /&gt;
*&#039;&#039;&#039;Explodes:&#039;&#039;&#039; If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6&amp;quot; suffers D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Metal Behemoth:&#039;&#039;&#039; This model can Fall Back in the Movement phase and still shoot during its turn. This model can fire its shooting weapons even if there are enemy models within 1&amp;quot; unless those enemy models are {{W40kKeyword|Vehicles}}. In this case, it can shoot the enemy unit that is within 1&amp;quot; of it or any other visible enemy unit that is within range and more than 1&amp;quot; away from any friendly models. In addition, this model can move and fire Heavy weapons without any penalty to its hit rolls. Finally, this model only gains a cover bonus to its armour save if at least half of it is obscured from the firing unit.&lt;br /&gt;
*&#039;&#039;&#039;Smoke Launchers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Void Shields&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Transport Capacity:&#039;&#039;&#039; A Discors Mastodon Heavy Assault Transport can transport up to 40 {{W40kKeyword|Malal}} {{W40kKeyword|Infantry}} models (Each {{W40kKeyword|Terminator}} and {{W40kKeyword|Jump Pack}} model takes up the space of two other models, while each {{W40kKeyword|dreadnought}} and {{W40kKeyword|Legion Battle-Automata}} counts as ten other models).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Options:&#039;&#039;&#039;&lt;br /&gt;
*This model may take up to four Voidstrike Missiles - 15 pts./missile&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Vehicle}}, {{W40kKeyword|Discors Mastodon Heavy Assault Transport}}, {{W40kKeyword|Transport}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Primarch of the Forgotten Ones====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Before the Horus Heresy, even before the Great Crusade, there was the purge. A cataclysmic event which nobody knows about, even the Primarchs only know that it happened, not how and why. What was this event? It was the removal of two of the Primarchs from history. Everything about them was expunged from the records, entire planets were mind-wiped, legionaries from the two legions were either killed or moved over to the Ultramarine legion, and the two Primarchs were.... what exactly? To that, only the Emperor knows, and even he is nearly dead.&lt;br /&gt;
&lt;br /&gt;
But for a moment, think of yourself as one of those Primarchs, lost, abandoned, hunted by your own brothers for a crime you may not even have appreciated you were committing, as terrible as it may have been. In the heresy, if such an individual was wandering the galaxy then the chaos gods would have snapped them up, making them almost immediate demon princes and unleashing them back upon mankind. But those had been forgotten and as the warp is a reflection of reality, even the chaos gods did not know they existed.&lt;br /&gt;
&lt;br /&gt;
That is, all except one, the one god who becomes more powerful the more obscure and unknown they are. And so imagine yourself again as a lost demigod, on your knees, about to give up on everything, to be forgotten even by yourself. And then someone, or something, gives you an offer, a something who accepts your offering of obscurity. And that is how the Primarch of the Forgotten Ones was born. Not by a show of strength, not by shoes of hedonism, or cunning, or resilience, but by accepting total, utter obscurity. From the ashes of this erasure, arose a being who, like their patron god, wished merely for nothing, for an end, to all things.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Primarch of the Forgotten Ones (&#039;&#039;&#039;Power Rating 15&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| Primarch of the Forgotten Ones || 8” || 2+ || 2+ || 6 || 6 || 9 || 5 || 10 || 2+&lt;br /&gt;
|-&lt;br /&gt;
| Demonic Primarch of the Forgotten Ones || 11” || 2+ || 2+ || 8 || 7 || 16 || 6 || 10 || 3+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Mind Piercer&lt;br /&gt;
*The Mirror Shield&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Death to the Believers&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Mirror Shield:&#039;&#039;&#039; &#039;&#039;It is difficult to harm something which reflects to show yourself, being killed by yourself.&#039;&#039;&lt;br /&gt;
::This model has a 4+ invulnerable save, in addition, it may only be wounded on a wound roll of 4+ or worse, and enemy units must subtract 1 from their hit rolls against this unit.&lt;br /&gt;
*&#039;&#039;&#039;To be Demonic or not to be Demonic:&#039;&#039;&#039; At the beginning of any of your turns, you may decide to change which form of the Primarch to use. If so, replace the model with the one of your choosing; as long as this model remains in its Demonic form, it gains the {{W40kKeyword|Fly}} keyword and &#039;&#039;&#039;Sigil of the Immaterium&#039;&#039;&#039; Upgrade. This action costs Reinforce Points. If the model you choose to pay costs fewer points than the original model then you are refunded the point difference.&lt;br /&gt;
*&#039;&#039;&#039;XI Primarch:&#039;&#039;&#039; You can re-roll any failed hit and wound rolls made for friendly {{W40kKeyword|Malal}} units within 6&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*The Primarch of the Forgotten Ones can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and three psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
*The Demonic Primarch of the Forgotten Ones can instead attempt to manifest three psychic powers in each friendly Psychic phase and attempt to deny five psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and four psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Denier of Reality&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upgrades:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sigil of the Immaterium:&#039;&#039;&#039; {{W40kKeyword|Daemon}} units within 11&amp;quot; of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy {{W40kKeyword|Psyker}} may not cast or deny any psychic power as long as they are within 18&amp;quot; of this model.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}}, {{W40kKeyword|Sons of Malice}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Primarch of the Forgotten Ones}}, {{W40kKeyword|Psyker}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====The Devourer of Certainty====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fluff:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The arch demon of each god is a creature which truly exemplifies the being that created them. This means that, by its mere act of existing the Devourer of Certainty cannot be quantified. Greater demons can in theory take any shape they wish, as their forms have no actual substance, but in reality their “bodies” exist on a continuum based on what the real beings in the Galaxy think and feel. The Devourer of Certainty’s form is ever-changing and unknowable because nobody knows that it even exists, giving it the freedom to take on any form it wishes and be almost wherever it chooses. It may randomly decide that it shall take on the form of a towering colossus one moment, and the next moment take the form of a tau child.&lt;br /&gt;
&lt;br /&gt;
This uncertainty in battle makes this greater demon both impossible to fight, and simultaneously the easiest of the greater demons to defeat, as although it’s random shapes make it difficult to plan to fight it these forms are chosen randomly and could result in you facing a weaker, more easily defeat form.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This unit contains 1 Devourer of Certainty (&#039;&#039;&#039;Power Rating 20&#039;&#039;&#039;). Only one of this model may be included in your army.&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Name !! M !! WS !! BS !! S !! T !! W !! A !! Ld !! Sv&lt;br /&gt;
|-&lt;br /&gt;
| The Devourer of Certainty || 14&amp;quot; || 2+ || 2+ || 8 || 8 || 22 || 6 || 10 || 4+&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Wargear:&#039;&#039;&#039;&lt;br /&gt;
*Disruption Stave&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Special Rules:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Nothing is Certain:&#039;&#039;&#039; At the start of each turn roll a D6 for each one of this unit&#039;s characteristics. On an odd roll, that characteristic is reduced by 1; on an even it is instead increased by 1. If the roll is a 6 then the characteristic is increased by 2.&lt;br /&gt;
*&#039;&#039;&#039;Uncertainty Incarnate:&#039;&#039;&#039; This unit benefits from any abilities from enemy units as if it was part of the enemy army with all the appropriate keywords. In addition, this model has a 4+ invulnerability save. &lt;br /&gt;
*&#039;&#039;&#039;There are no Gods, only the Void:&#039;&#039;&#039; This unit rerolls all failed hit and wound rolls against {{W40kKeyword|HQ}}, {{W40kKeyword|VEHICLE}}, {{W40kKeyword|MONSTER}} and {{W40kKeyword|Lord of War}} units. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warlord Trait:&#039;&#039;&#039; If this model is your Warlord, it has the &#039;&#039;Devourer of Warp-Horrors&#039;&#039; Warlord Trait.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Psyker:&#039;&#039;&#039;&lt;br /&gt;
*The Devourer of Certainty can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the &#039;&#039;Smite&#039;&#039; and three psychic powers from the &#039;&#039;Powers of Malal&#039;&#039; discipline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords&#039;&#039;&#039;:&lt;br /&gt;
*Faction:{{W40kKeyword|Malal}}, {{W40kKeyword|Heretic Astartes}} &lt;br /&gt;
*{{W40kKeyword|Lord of War}}, {{W40kKeyword|Monster}}, {{W40kKeyword|Titanic}}&lt;br /&gt;
&lt;br /&gt;
==Point Costs==&lt;br /&gt;
===Units===&lt;br /&gt;
====HQs====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomed One&#039;&#039;&#039; || 1 || 80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomhunter&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fate Warper&#039;&#039;&#039; || 1 || 90&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fate Warper on Bike&#039;&#039;&#039; || 1 || 130&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fate Warper with Jump Pack&#039;&#039;&#039; || 1 || 112&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fate Warper on Limbo-Tick&#039;&#039;&#039; || 1 || 132&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fate Warper on Nightmare&#039;&#039;&#039; || 1 || 152&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Fate Warper in Terminator Armour&#039;&#039;&#039; || 1 || 102&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Guardian of Contradictions&#039;&#039;&#039; || 1 || 180&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Inanis Machinator&#039;&#039;&#039; || 1 || 35&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lord of Discrepancy&#039;&#039;&#039; || 1 || 80&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lord of Discrepancy on Bike&#039;&#039;&#039; || 1 || 113&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lord of Discrepancy with Jump Pack&#039;&#039;&#039; || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lord of Discrepancy on Limbo-Tick&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lord of Discrepancy on Nightmare&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Lord of Discrepancy in Terminator Armour&#039;&#039;&#039; || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Matron of Malal&#039;&#039;&#039; || 1 || 180&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Characters====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Antraes, Knight Champion of Malal&#039;&#039;&#039; || 1 || 180&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Balachiel, Sorcerer Champion of Malal&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Dyress, Chosen of Malal&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Karhazy, Lord Champion of Malal&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Kathal, Anarch of the Sons of Malice&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Makrael, Ancient Champion of Malal&#039;&#039;&#039; || 1 || 200&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Primarch of the Forgotten Ones&#039;&#039;&#039; || 1 || 300&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Rustral, Machinator Champion of Malal&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Salem, Anarchy Champion of Malal&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Solipsism&#039;&#039;&#039; || 1 || 100&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Tharans, Void Champion of Malal&#039;&#039;&#039; || 1 || 140&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;The Devourer of Certainty&#039;&#039;&#039; || 1 || 400&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Vuthal, Null Champion of Malal&#039;&#039;&#039; || 1 || 160&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Zarath, Biker Champion of Malal&#039;&#039;&#039; || 1 || 120&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Troops====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Daughters of Malice&#039;&#039;&#039; || 5-20 || 12&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Followers of Malal&#039;&#039;&#039; || 10-40 || 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Sons of Malice&#039;&#039;&#039; || 5-20 || 13&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Elites====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Accountant of the Uncertain One&#039;&#039;&#039; || 1 || 110&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Anarchy Marines&#039;&#039;&#039; || 6-11 || 27&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hiulcus Terminators&#039;&#039;&#039; || 6-11 || 13&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Maidens of Malal&#039;&#039;&#039; || 1-3 || 140&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Null Knights&#039;&#039;&#039; || 6-11 || 27&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Silent Dreadnought&#039;&#039;&#039; || 1-3 || 76&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Fast Attacks====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Biker of Malal&#039;&#039;&#039; || 3-11 || 21&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Doomriders&#039;&#039;&#039; || 3-11 || 40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Hook Horrors&#039;&#039;&#039; || 5-20 || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Limbo-Ticks&#039;&#039;&#039; || 3-15 || 13&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pandemonic Paradoxes&#039;&#039;&#039; || 3-9 || 30&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Parasite Riders&#039;&#039;&#039; || 3-11 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Void Claws&#039;&#039;&#039; || 6-11 || 4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Heavy Supports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discors Land Rider Squadron&#039;&#039;&#039; || 1-3 || 163&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discors Predator Squadron&#039;&#039;&#039; || 1-3 || 80&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discors Vindicator Squadron&#039;&#039;&#039; || 1-3 || 140&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Legion Battle-Automata&#039;&#039;&#039; || 1-3 || 180&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Malice Contemptor&#039;&#039;&#039; || 1-3 || 116&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Thunder Warriors&#039;&#039;&#039; || 3-11 || 21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Dedicated Transports====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons not included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discors Rhino Squadron&#039;&#039;&#039; || 1-3 || 78&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Lords of War====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Unit !! Models per unit !! Points per model (weapons included)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Discors Mastodon Heavy Assault Transport&#039;&#039;&#039; || 1 || 700&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Weapons===&lt;br /&gt;
====Melee Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chainsword&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chaos Flail&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Etherblade&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flensing Hooks&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force Stave&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Force Sword&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Gaping Maw&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Impaling Hooves&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lance of Undoing&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Lightning Claw&#039;&#039;&#039; || 8&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mantis Scythe&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mechatendrils&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Axe&#039;&#039;&#039; || 5&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Power Fist&#039;&#039;&#039; || 9&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Siege-breaker hammer&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Spear of Disorder&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Statistical Degradation Field&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Tearing Hooks&#039;&#039;&#039; || free&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Ranged Weapons====&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|- valign=top&lt;br /&gt;
! Weapon !! Points per weapon&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Autogun&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boltblast&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolter of the Chaotic One&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Boltgun&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bolt Pistol&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Combi-bolter&#039;&#039;&#039; || 2&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Demolisher Cannon&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Distorsion Bolt Cannon&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Flamer&#039;&#039;&#039; || 6&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Frag Grenade&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039; || 10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Krak Grenade&#039;&#039;&#039; || free&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Meltagun&#039;&#039;&#039; || 14&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Predator Autocannon&#039;&#039;&#039; || 40&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Heavy Bolter&#039;&#039;&#039; || 17&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Twin Lascannon&#039;&#039;&#039; || 40&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Malal]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Codex /tg/&#039;s Edition]]&lt;br /&gt;
[[Category:Warhammer Homebrew]]&lt;br /&gt;
[[Category:Awesome]]&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Deathwatch&amp;diff=1011676</id>
		<title>Warhammer 40,000/8th Edition Tactics/Deathwatch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Deathwatch&amp;diff=1011676"/>
		<updated>2026-05-20T16:13:58Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
Please note that this is the tactics for 8th edition Deathwatch. Their current tactics can be found [[Warhammer 40,000/Tactics/Deathwatch (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Deathwatch==&lt;br /&gt;
[[File:Codex Deathwatch Cover.jpg|300px|right|thumb|Cover art for the 7th Ed codex. Yes, he has a Necron sword. Just plug in the batteries....]]&lt;br /&gt;
The battle-brothers of the Deathwatch are the foremost xenos hunters in the Imperium. They are a black-clad brotherhood of noble warriors, bound by ancient oaths to defend Mankind from the alien, no matter its form. Hand-picked from the breadth of the Adeptus Astartes for their expertise in the slaughter of xenos threats, each of those who have joined the Long Vigil is a hero, tempered in the furnace of conflict and girded for battle with an arsenal of specialist weaponry. When the Watch Companies of the Deathwatch go to war en masse, there is no alien in the expanse of the galaxy that they cannot overcome.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Amongst a hundred men, there may be one fit for the Adeptus Astartes. Amongst a hundred Space Marines, there may be one fit for the Deathwatch.&amp;quot;- Watch Captain Brand MacLir&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Operation Operators Operating Operationally&#039;&#039;&#039; - The Deathwatch are the Imperium&#039;s premier xenos-hunting special forces, and as a result they get the best gear.&lt;br /&gt;
*&#039;&#039;&#039;Codex: [[Your Dudes]]&#039;&#039;&#039; - The relatively small model count and composition of many different chapters allows for great modelling and character opportunities. More so than any other army - you can really individualize each model, as they are all experienced veterans from different chapters. Trade bits with other Marine players to make each model stand out. Run your Kill-team from the [[Deathwatch (RPG)|Deathwatch RPG]] as part of your army!&lt;br /&gt;
*&#039;&#039;&#039;Awesome Paint Scheme:&#039;&#039;&#039; Because Black and Silver is the new Black.&lt;br /&gt;
*&#039;&#039;&#039;Quick And Easy To Get Onto The Table&#039;&#039;&#039; - The simple, yet awesome, paint scheme, combined with the low model count, means Deathwatch are [[Adeptus Custodes|one]] [[Grey Knights|of]] the fastest armies to get built, painted, and battle-ready. And, if you like to play Sternguard and Vanguard veterans as [[Counts As|count as]] Deathwatch, you likely already have the beginnings of a kill-team or two ready to go.&lt;br /&gt;
*&#039;&#039;&#039;Forge World Support:&#039;&#039;&#039; As of the FAQ 1.1, Deathwatch can now field units from the Forge World Index: Forces of the Adeptus Astartes book. This opens up a wealth of possibilities with access to tons of dreadnoughts, flyers, tanks, super-heavy transports, and other craziness.&lt;br /&gt;
*No longer are your Veterans just Sternguard in disguise, you are now the only guys with access to special issue ammunition.&lt;br /&gt;
*One of only two armies with Frag Cannons. [[Derp|Though somehow only Deathwatch have the portable version while Blood Angels are limited to mounting Frag Cannons on their Dreadnoughts.]]&lt;br /&gt;
*Because [https://www.youtube.com/watch?v=g4-9uGTfPBw| Squad Loadout] is the personal theme of your local gaming group.&lt;br /&gt;
*You&#039;re a fan of [[X-COM]] and the FFG board game just doesn&#039;t work for you. With some work, Inquisition allies means you can build a fully upgraded Psi-operative and a close approximation of the [[Awesome|Commander&#039;s Avatar]]. Tech-Priest Lily Shen and the misanthropic snarky robot sidekick cost extra.&lt;br /&gt;
*Corvus Blackstar, the coolest looking flyer in the game. &amp;lt;s&amp;gt;Subjective&amp;lt;/s&amp;gt;. &amp;quot;Objectively subjective&amp;quot;.&lt;br /&gt;
*One of two factions that can take Terminators in the troops slot(for now). Though yours require a bit more work than [[Grey_Knights|Grey Knights]] as they are add-ons for Power Armor squads. You could count [[Space Wolves]] but they only get one Wolf Guard Termi per squad as an upgrade.&lt;br /&gt;
*Lots of wound re-rolls and a focus on adaptability. With Stratagems geared against specific xenos foes and bonuses against units with specific battlefield roles, list tailoring is a cinch. &lt;br /&gt;
*Primaris-friendly; access to Special Issue Ammunition and mixed squads does a lot to address the NuMarines&#039; issues with overspecialization.&lt;br /&gt;
*Excellent anti-horde capabilities. Between frag cannons, storm bolters with SIA, combi-flamers, a decent amount of melee attacks, and more, your veterans can handle any horde with ease.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*Low model count - Just like the Grey Knights and Adeptus Custodes, each model is extremely expensive, even when compared to other Space Marine chapters, without gaining much by way of added durability. &lt;br /&gt;
*There are some oddities with loadouts and conversions when compared to the Vanilla Marines.&lt;br /&gt;
**To clarify, you aren&#039;t able to take many of the vehicles that other marines are capable of taking, such as Predators or Vindicators, and [[FAIL|You can&#039;t take Veterans armed with Lascannons, Grav Cannons, Plasma Cannons or Multi-Meltas]]&lt;br /&gt;
*You&#039;re still Space Marines, and are still vulnerable to anything they struggle against, especially when it comes to non-xenos armies.&lt;br /&gt;
*If you&#039;re not keen on Forge World models or Primaris Marines, you&#039;ll need some allies to patch the miles-wide hole in your long-range shooting game.&lt;br /&gt;
*Having a squad where every single model has a different equipment loadout can make for slow play despite the low model count as each weapon is resolved individually, to say nothing of keeping track of how their rules interact with each other. Not recommended for beginners who need to constantly refer to datasheets.&lt;br /&gt;
*If you&#039;re lucky, 4 of your Stratagems will be meaningless. If you&#039;re unlucky? 5. &lt;br /&gt;
*This is not a beginner army by any means, mastery of the Deathwatch will take time and a lot of trial and error. Knowing which Mission Tactic to use and how to set up your squads is crucial to success.&lt;br /&gt;
*No regular apothecaries - only Primaris ones can be fielded. In addition, there are no Techpriests in your army, meaning you have no way of healing your vehicle units.&lt;br /&gt;
*Unless you take some Primaris units or Forge World, your anti-armor capabilities leave much to be desired.&lt;br /&gt;
*Hope you enjoy watching GW give all the other marines that can take Primaris the new and shiny Vanguard Marines, especially infuriating as Vanguard Marines essentially ARE Deathwatch in spirit (small sneaky well-equipped squads that are used as the scalpel to the normal marines’ sword.)&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;: Re-roll failed morale tests, same as it is in the other Space Marine armies. &lt;br /&gt;
*&#039;&#039;&#039;Defenders of Humanity&#039;&#039;&#039;: Objective Secured, also like the other Space Marine armies. &lt;br /&gt;
*&#039;&#039;&#039;Bolter Discipline&#039;&#039;&#039;: We 2nd Edition now. All Adeptus Astartes and Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:&lt;br /&gt;
**target is in half range&lt;br /&gt;
**if the model didn&#039;t move during the previous Movement Phase&lt;br /&gt;
**if the firing model is a Terminator, Biker, or Dreadnought&lt;br /&gt;
**This doesn&#039;t stack on top of itself, and you can&#039;t use this and Special Issue Ammunition at the same time, but the rule allows for Space Marine gunlines to be slightly more threatening. Standing still will give your Veterans the option of the full Rapid Fire benefit if you think SIA won&#039;t cut it, alongside Terminators and Bikers. Dreadnoughts have their full firepower at all times. Choose wisely between more Dakka or SIA.&lt;br /&gt;
*&#039;&#039;&#039;Shock Assault&#039;&#039;&#039;: A brand new buff for all Space Marines, if a unit with this rule charges, gets charged, or performs a Heroic Intervention, models in the unit add 1 to their Attack characteristic until the end of the turn. This makes our boys in Black and Silver even deadlier, as the standard Vet. and Intercessor get 3 attacks on the charge. Never has there been a better time to run a 5 man squad of Heavy Thunder Hammers just for the chance to get 15 attacks against that vehicle you REALLY want dead.&lt;br /&gt;
*&#039;&#039;&#039;Combat Doctrine&#039;&#039;&#039;: Feel like it&#039;s 7th edition all over again. Each of the three Combat Doctrines gives an AP-1 buff to different weapon types in your armies (non-cumulative with buffs from other sources). You have to use each Doctrine in order, starting with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039;, and once you switch there&#039;s no going back, so pay attention to the rhythm of the game. Your &#039;&#039;army&#039;&#039; gains this if &#039;&#039;all units in it&#039;&#039; have this rule, meaning taking a Guardsman Battalion or even a single Assassin CP&#039;d in right before the battle would prevent the SM detachment from getting this rule, but allied SM detachments are ok even from a different chapter.&lt;br /&gt;
**On top of that, Chapter supplements give First Founding Chapters (and their descendants) a Specialist doctrine that is a bonus active on top of the regular doctrine. Bringing chapters with different specialist doctrines prevents either from getting theirs.&lt;br /&gt;
**These nifty rules will make your marines more efficient killers, but their rotation makes them predictable - devastate -&amp;gt; advance -&amp;gt; assault. Savvy opponents may try to break LoS to force movement penalties on your heavy weapons, rush for melee while you&#039;re still under the ranged doctrines, then fall back when you&#039;re finally under the assault one, scale buildings, etc. As such, don&#039;t be predictable yourself. Remember, you don&#039;t need to switch doctrines on the same turn they become available: surprise drop pod a target turn one or advance your infantry under cover of Devastation while your enemy remains confined to their hiding spots turn 3, what have you. The doctrines are as follows:&lt;br /&gt;
*#On Turn 1, your army will always start with the &#039;&#039;&#039;Devastator Doctrine&#039;&#039;&#039; turned on, giving all your Heavy and Grenade weapons the extra -1 AP so that you can soften entrenched infantry and cripple enemy vehicles from afar in preparation for your advance. Remember the first points of AP are the most important ones: AP-2 Heavy Bolters and Assault Cannons are more noticeable than AP-4 Lascannons. Do keep in mind the plethora of sniper rifles and Heavy Flamers (Incendium/Inferno/Flamestorm cannons) are Heavy Weapons too. The boost to Grenades matters only to Intercessors for the most part.&lt;br /&gt;
*#On the 2nd turn you switch to &#039;&#039;&#039;Tactical Doctrine&#039;&#039;&#039;, shifting the boost to your Rapid Fire and Assault weapons. Be it to close the distance to the enemy or because your vehicles are about to give their last, this mostly passes the ranged baton to your infantry. And a bolt rifle going from AP-1 to AP-2 is more noticeable than a lascannon going from AP-3 to AP-4. Storm bolters and auto bolt rifles work wonders here. &lt;br /&gt;
*#On the 3rd or 4th turn you shift to &#039;&#039;&#039;Assault Doctrine&#039;&#039;&#039; (you MUST change to assault on the 4th turn) giving the extra AP to your Pistol and Melee attacks. Don&#039;t. Forget. Your. Pistol. The first point of AP is the most important one - chainsword/CCWs benefit the most, while AP-4 on a sword can become excessive.&lt;br /&gt;
**As of the 02/27/20 FAQ, you MUST change from Devastator to Tactical on turn 2, and then change to Assault on turn 3 or 4. This will force you to keep at least a few units that are capable of fighting in CQC, as you can no longer just bum around in Devastator or Tactical doctrine and persist on blasting things from across the map.&lt;br /&gt;
**Combat Doctrines are specifically stated to work with Special Issue Ammunition, however, AP limits for Vengeance and Kraken rounds are still still in effect.&lt;br /&gt;
===Mission Tactics===&lt;br /&gt;
At the beginning of each battle, all units with this rule (e.g. infantry, bikers, and Dreads) gain the ability to re-roll 1s to wound against anything belonging to one chosen battlefield role (i.e. against all enemy HQs, or all enemy Troops, or all enemy Heavy Support, etc). Several methods exist for switching the Mission Tactic mid-battle, allowing for considerable versatility.&lt;br /&gt;
&lt;br /&gt;
The Tactics and their corresponding target battlefield roles (re-roll 1s to wound against all enemies from that role) are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Furor Tactics&#039;&#039;&#039;: Troops&lt;br /&gt;
*&#039;&#039;&#039;Venator Tactics&#039;&#039;&#039;: Fast Attack&lt;br /&gt;
*&#039;&#039;&#039;Dominatus Tactics&#039;&#039;&#039;: Elites&lt;br /&gt;
*&#039;&#039;&#039;Malleus Tactics&#039;&#039;&#039;: Heavy Support and Lords of War&lt;br /&gt;
*&#039;&#039;&#039;Purgatus Tactics&#039;&#039;&#039;: HQ&lt;br /&gt;
*&#039;&#039;&#039;Raptoris Tactics&#039;&#039;&#039;: Flyers&lt;br /&gt;
&lt;br /&gt;
===Special Issue Ammunition===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Any weapon from the following list may may choose to fire special issue ammunition. All models in a unit must use the same SIA, even if targeting separate enemy units, unless using the Optimized Volley Stratagem.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*Absolvor Bolt Pistol&lt;br /&gt;
*Auto Bolt Rifle and Master-crafted Auto Bolt Rifle&lt;br /&gt;
*Bolt Carbine&lt;br /&gt;
*Bolt Pistol&lt;br /&gt;
*Bolt Rifle&lt;br /&gt;
*Boltgun and Master-crafted Boltgun&lt;br /&gt;
*Combi-Flamer, Combi-grav, combi-melta, and combi-plasma (boltgun profile only)&lt;br /&gt;
*Guardian Spear&lt;br /&gt;
*Heavy Bolt Pistol&lt;br /&gt;
*Hellfire Extremis (boltgun profile only)&lt;br /&gt;
*Stalker Pattern Boltgun&lt;br /&gt;
*Stalker Bolt Rifle and Master-Crafted Stalker Bolt Rifle&lt;br /&gt;
*Storm bolter&lt;br /&gt;
*Twin Boltgun&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rule of thumb is choose the ammo that affects whatever the enemy has in abundance. [[Eldar|Multiple debuffs to hit?]] Dragonfire. T5? Hellfire. None of the above/Wears cardboard or better? Kraken. Vengeance, if you are in range. Note you cannot use Bolter Discipline while using any of these ammo choices. &lt;br /&gt;
*&#039;&#039;&#039;Dragonfire Bolts:&#039;&#039;&#039; Add +1 to hit when shooting at a unit in cover. This is okay, but Space Marines are pretty decent shots already. The real problem with units in cover is not that you can&#039;t hit them, but the fact they get better saves, and Kraken helps with that. Where it does shine is against light units that hog cover and have To Hit debuffs; Eldar Guardians &amp;amp; Rangers are the most blatant example, but Jormungandr Tyranids, Stygies AdMech, and the like fit the bill too. Anything with either T4 or a 4+ save is better dealt with other things.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Rounds:&#039;&#039;&#039; Wounds [[Awesome|everything except vehicles and Titanic units on a 2+]], which &#039;&#039;&#039;against T5 and up is far better than other ammo types&#039;&#039;&#039;. Improving wounding from 5+ to 2+ means 2.5x the damage output of ordinary bolts, and improving from 6+ to 2+ means increasing damage output by a whopping &#039;&#039;5x&#039;&#039; that of ordinary bolts. To compare with the penetration bonus from Kraken, AP-1 is only 2x damage against 2+ saves, and 1.5x damage against 3+ saves. Considering the new 8E wounding chart and how difficult it is to get a 2+ To Wound these days, Hellfire rounds are golden.&lt;br /&gt;
**The addition of Mission Tactics can turn this into a re-rollable 2+ to wound when targeting units with the right Battlefield Role, so exploit this if your opponent fields a lot of units that have a common Battlefield Role. Basically this is a 97.2% chance to wound, greatly simplifying mental estimates (and turning your enemies into mulch).&lt;br /&gt;
*&#039;&#039;&#039;Kraken Bolts:&#039;&#039;&#039; Add 3&amp;quot; to the range if the affected weapon is a pistol, 6&amp;quot; range otherwise. Improve the AP by one to a maximum of -2. This essentially turns your Boltgun into a Bolt Rifle, and your Bolt Rifle into a better Stalker Bolt Rifle. Mighty useful, since it both debuffs AND lets you play with range: turns your Bolter into a Bolt Rifle, an Autobolt into two Bolt Rifles, a Bolt Rifle into a better Stalker Bolt Rifle, SBRs outrange Heavy Bolters, etc. But most importantly, &#039;&#039;it might put the enemy in Rapid Fire range&#039;&#039;: while one Hellfire round can be a bigger improvement, &#039;&#039;&#039;&#039;&#039;shooting two Kraken rounds is simply better&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance Round:&#039;&#039;&#039; Subtract 3&amp;quot; from the range of your pistol or 6&amp;quot; from other weapons. Improve the AP of the weapon by two to a maximum of -3.  Phenomenal &#039;&#039;when you&#039;re in range for it&#039;&#039;, given that Bolters normally have AP0; against 2+, this is 3x output, and 2x against 3+. &#039;&#039;&#039;The best ammo against T4 and smaller&#039;&#039;&#039;, unless Kraken gets to shoot twice.&lt;br /&gt;
**Bolt Rifles, Stalker Bolters &amp;amp; Stalker Bolt Rifles become like budget Plasma Guns/Incinerators, able to deliver AP-3 at comfortable range, from a unit in the Troops section.&lt;br /&gt;
**Mind the range reduction! Since deepstrikers arrive at &#039;&#039;MORE&#039;&#039; than 9&amp;quot; away, this means Termie Stormbolters &#039;&#039;won&#039;t&#039;&#039; be in RF range, and Reiver Heavy Pistols won&#039;t get to shoot at all. Bolt Carbines and Auto Bolt Rifles, being Assault 2 instead of Rapid Fire, don&#039;t have that much of a problem.&lt;br /&gt;
**DO NOT USE AGAINST VEHICLES &#039;&#039;ON ITS OWN&#039;&#039;. Not even against anything Gravis-sized, really. Vengeance rounds, though AP-3, still only do 0.15 wounds against those targets since the Strength value of the attack is unchanged. Want to kill a Sentinel using Vengeance? Get ready to shoot it 40+ times, then. Really, &#039;&#039;that&#039;s what the Tempest Shells Stratagem is for.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Mixed Units===&lt;br /&gt;
If you have a squad with mixed toughness scores (by adding bikes to a veteran squad for instance), you use the majority toughness for the unit. If there is an even split, you choose.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
*&#039;&#039;&#039;Bane of Monstrosities:&#039;&#039;&#039; You can re-roll failed wounds rolls for your Warlord when attacking enemy {{W40kKeyword|Vehicles}} or {{W40kKeyword|Monsters}}. The former? Useful against Orks, Tau, Necrons, and Eldar. Monsters? Well, who else but Tyranids? Do note this is in no way restricted to Xeno units; the {{W40kKeyword|Vehicles}} keyword includes a great many Imperial and Chaos armies, and there are a good number of Chaos {{W40kKeyword|Monsters}} as well (looking at you, Daemons). Hilariously, Big Bobby G. himself is affected by this due to having the Monster keyword!&lt;br /&gt;
*&#039;&#039;&#039;Lord of Hidden Knowledge:&#039;&#039;&#039; Once per battle, if your warlord is on the battlefield, you can re-roll a single hit roll, wound roll, damage roll, or saving throw made for your warlord. In addition, if your army is battle-forged, roll a d6 each time you use a Stratagem. On a 5, you gain a command point. Any Command Point recovery Warlord Traits is a valuable one, no matter what codex it gets copypasted into.&lt;br /&gt;
*&#039;&#039;&#039;Castellan of the Black Vault:&#039;&#039;&#039; +1 damage to a weapon the Warlord Carries. Cannot be a relic, including the relic Banebolts of Eryxia. Interesting for a Storm Bolter or Master-crafted Auto Bolt Rifle. It can also turn your Captain&#039;s Thunder Hammer into something akin to a reliable Heavy Thunder Hammer.&lt;br /&gt;
**Very useful for a Watch Master since the Guardian Spear is his only weapon and will benefit both for shooting and in melee, so it benefits the most and becomes very powerful.&lt;br /&gt;
*&#039;&#039;&#039;The Watch Eternal:&#039;&#039;&#039; Friendly Deathwatch &#039;&#039;models&#039;&#039; within 6&amp;quot; of your Warlord don&#039;t lose their last wound on a 6. Only the last wound, so Primaris don&#039;t benefit that much, though it still gives your Apothecaries an easier time. Interestingly, it&#039;s &#039;&#039;not&#039;&#039; restricted to infantry, so roll for your tanks too.&lt;br /&gt;
*&#039;&#039;&#039;Vigilance Incarnate:&#039;&#039;&#039; Once per battle, you can choose to swap out your army&#039;s current Mission Tactic for another one. It can only be used once, but unlike Adaptive Tactics it doesn&#039;t cost CP to use. While a bit of an overkill, putting this on a Watch Master with the Tome of Ectoclades can let you kill enemy brigades section by section. Watch Captain Artemis gets this trait.&lt;br /&gt;
*&#039;&#039;&#039;Nowhere to Hide:&#039;&#039;&#039; Select an enemy unit at the start of each Shooting phase. That unit cannot claim cover against attacks made by Deathwatch &#039;&#039;units&#039;&#039; within 6&amp;quot; of the warlord. Since cover is usually +1 to saves, this can effectively turn your Kraken into [[Awesome|long-range-Vengeance]]. It also affects vehicles too. &#039;&#039;Suck on this, Markerlights&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
===Codex Space Marines Copypastes===&lt;br /&gt;
*&#039;&#039;&#039;Armour of Contempt (1 CP):&#039;&#039;&#039; Gives a {{W40kKeyword|vehicle}} a 5+ save against Mortal Wounds for a phase, used right before a vehicle would take a Mortal Wound. &#039;&#039;Doesn&#039;t work on regular wounds&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Auspex Scan (2 CP):&#039;&#039;&#039; When a enemy unit comes from reserves within 12″ of one of your {{W40kKeyword|Infantry}} units, your unit can shoot at it but with a -1BS penalty. Basically, the return of the Interceptor rule. &#039;&#039;Useful against smaller units, although even with special ammo it&#039;s a bit on the expensive side for the damage it&#039;ll cause. Better used by nearby Hellblasters and the like&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Empyric Channeling (1 CP):&#039;&#039;&#039; Used at the start of the psychic phase if a Deathwatch Psyker is within 6″ of at least 2 other Deathwatch Psykers. The Psyker can immediately attempt to manifest one additional power and when he does so, adds +2 to the test.&lt;br /&gt;
*&#039;&#039;&#039;Flakk Missile (1 CP):&#039;&#039;&#039;  Used when a Deathwatch {{W40kKeyword|Infantry}} model with a Missile Launcher fires at an enemy unit with the {{W40kKeyword|Fly}} keyword. Add +1 to the hit roll, and if the target is hit, you deal D3 Mortal Wounds instead of the normal damage.&lt;br /&gt;
*&#039;&#039;&#039;Hellfire Shells (1 CP):&#039;&#039;&#039; Used when firing an {{W40kKeyword|Infantry}} model&#039;s Heavy Bolter. Instead of firing normally, fire one shot and on a successful hit you deal D3 Mortal Wounds to the target. Use this to get past tough units like {{W40kKeyword|Monsters}}, damaged {{W40kKeyword|vehicles}}, and units with a good Invuln save.&lt;br /&gt;
*&#039;&#039;&#039;Only In Death Does Duty End (2 CP):&#039;&#039;&#039; Use it when Deathwatch {{W40kKeyword|Character}} is slain. Before removing it from play, it can fight as if it were your Fight phase or shoot as if it were your Shooting phase. A general way to say a last &amp;quot;Fuck you, xenos!&amp;quot; from any of your Characters, which could be a very painful one for the receiving end.&lt;br /&gt;
*&#039;&#039;&#039;Orbital Bombardment (3 CP):&#039;&#039;&#039; This stratagem is used once per battle, if your Warlord doesn’t move or fire their weapon normally, he may select a point on the battlefield visible to him. Every enemy units within D6″ of that points takes D3 Mortal Wounds on the roll of a 4+. Characters are hit on a 5+.&lt;br /&gt;
*&#039;&#039;&#039;Tactical Flexibility (1 CP):&#039;&#039;&#039; Allows you to Combat Squad a unit of 10 Deathwatch that have the rule, splitting them up in to two 5 man units. Can also be used to split squads of Agressors, Inceptors or Bikers from 1 unit of 6 models into 2 units of 3 each. &#039;&#039;Situational, but you do have access to teleport units and mixed Troop squads, which can benefit&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Ancients (1 CP):&#039;&#039;&#039; Allows you to reroll results of 1 to hit for all Deathwatch units within 6&amp;quot; of Deathwatch Dreadnought for a phase.&lt;br /&gt;
*&#039;&#039;&#039;Duty Eternal (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Dreadnought}} is chosen as the target for an attack, until the end of the phase decrease the damage of attacks by 1 to a minimum of 1. Will help keep your Dreads alive in a tight pinch, but it won&#039;t save them from massed Las-cannon fire.&lt;br /&gt;
*&#039;&#039;&#039;[[Lugft Huron|Big Guns Never Tire (1 CP):]]&#039;&#039;&#039; Select a {{W40Kkeyword|Vehicle}}; until the end of the phase, that unit does not suffer the penalty for moving and firing heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Storm (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Auto bolt rifles automatically hit if they target an enemy within half range.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Fire (2 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s Bolt rifles become Rapid Fire 2.&lt;br /&gt;
**Better 2x multiplier than the Auto Bolt Rifle&#039;s Bolt Storm&#039;s 1.5x from further away and with better AP. If you run a squad of 10, you are looking at 40 S4 AP-1 shots at 15&amp;quot;, or AP-2 at 30&amp;quot; with Bolter Discipline and Tactical Doctrine, as the codex demands. That is some good dakka. &lt;br /&gt;
*&#039;&#039;&#039;Target Sighted (3 CP):&#039;&#039;&#039; At the start of the shooting phase, pick a squad of {{W40kKeyword|Intercessors}}. Until the end of the phase, that squad&#039;s stalker bolt rifles gain the ability to snipe Characters and cause mortal wounds on a wound roll of 6+. Costs 2 more than the Specialist Detachment version of the same name, however no longer requires the veteran upgrade meaning you don&#039;t need to lock in 1 CP before the battle.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance of the Machine Spirit (2 CP):&#039;&#039;&#039; If a {{W40Kkeyword|Land Raider}}, Stormraven, or {{W40Kkeyword|Repulsor}} is destroyed, it can either auto-explode, shoot one last time, or attack in melee one last time. In the latter two cases, it acts as if it was at the top bracket of its damage chart.&lt;br /&gt;
*&#039;&#039;&#039;Steady Advance (1 CP):&#039;&#039;&#039; Move an {{W40Kkeyword|Infantry}} unit and Bolter Discipline will be applied as if they remained stationary.&lt;br /&gt;
*&#039;&#039;&#039;Gene Wrought Might (1 CP):&#039;&#039;&#039; When a {{W40Kkeyword|Primaris Infantry}} unit from your army has chosen to fight, until the end of the phase, when resolving an attack made with a melee weapon a hit roll of 6+ automatically hits and wounds.&lt;br /&gt;
*&#039;&#039;&#039;Hero of the Chapter (1 CP):&#039;&#039;&#039; One use only.  Select a {{W40Kkeyword|Character}} from your army that&#039;s not your warlord and determine a warlord trait for it.&lt;br /&gt;
*&#039;&#039;&#039;Transhuman Physiology (2 CP):&#039;&#039;&#039; Select something with the {{W40Kkeyword|Adeptus Astartes}} keyword that is not a {{W40Kkeyword|Vehicle}} or Servitor, until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll below a 4+ always fails, irrespective of the abilities the weapon or model may have. &#039;&#039;S10 attack? Effective T10 marines aw yee&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-slayer Missile (1 CP):&#039;&#039;&#039; A variation on the flakk Missile Stratagem for dealing mortal wounds to big targets. Target an enemy vehicle or monster within 48&amp;quot; of a {{W40kKeyword|Repulsor}} and not within 1&amp;quot; of an ally. Roll a dice. If it is equal to or greater than the Repulsor&#039;s Ballistic Skill (meaning it ignores [[Eldar|modifiers to hit]]), the enemy unit takes d3 mortal wounds. One use per Repulsor. &lt;br /&gt;
*&#039;&#039;&#039;Veteran Fury (1 CP):&#039;&#039;&#039; A {{W40Kkeyword|Terminator}} unit gains +1 to hit until the end of that phase. Now TH/SS doesn&#039;t NEED to be babysat by a Chaplain, and Tactical termies can use it in their shooting phase as well.&lt;br /&gt;
*&#039;&#039;&#039;Hammer of Wrath (1CP):&#039;&#039;&#039; {{W40kKeyword|Jump pack}} models within a unit that successfully end a charge move within 1&amp;quot; of an enemy unit cause mortal wounds on a 5+. Makes your big units of assault marines/VV punch much harder.&lt;br /&gt;
&lt;br /&gt;
===Deathwatch Specific===&lt;br /&gt;
*&#039;&#039;&#039;Adaptive Tactics (2 CP/1 CP)&#039;&#039;&#039;: At the start of the turn, change the current Mission Tactics. If the Warlord is a Watch Master, this Stratagem costs 1 CP; otherwise, it costs 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;Armoury of the Watch Fortresses (1-3 CP):&#039;&#039;&#039; &#039;&#039;One use only&#039;&#039;. Your general more relics stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Clavis (1 CP):&#039;&#039;&#039; Select a vehicle within 1&amp;quot; of a Watch Master in your army. Roll a d6 and on a 2+ the Vehicle suffers D3 mortal wounds. Good for dealing that last bit of damage to destroy it or bring it down a wound bracket.&lt;br /&gt;
*&#039;&#039;&#039;Death to the Alien! (1 CP):&#039;&#039;&#039; Used when a unit is selected to fight. That unit gains exploding attacks on 6+ (that do not generate additional attacks) against units without the {{W40kKeyword|Chaos}}, {{W40kKeyword|Imperium}}, or {{W40kKeyword|Unaligned}} factions. So, Tyranids, Necrons, Orks, Tau and Eldar of all kinds. Because that&#039;s what {{W40kKeyword|Deathwatch}} does! &#039;&#039;Useful on big units with high number of attacks, like lightning claw Vanguard Vets. Othewise you&#039;re spending a CP to gain like 2 attacks, which isn&#039;t cost effective&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Doctrines (2 CP)&#039;&#039;&#039;: A set of 7 Stratagems that allow a Deathwatch unit to add +1 to its To Wound rolls against units with a designated battlefield role in either the shooting or fight phases. As they are all separate Stratagems, more than one Doctrine can be triggered in a single turn. In addition, they can be used on a unit that does not have the Mission Tactics special rule, such as a Land Raider. &#039;&#039;Combine them with Mission Tactics to do thing like wounding on a rerollable 2+. Operational Operators!&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Decapitation&#039;&#039;&#039;: Reroll all failed to wound rolls against enemy Warlord &lt;br /&gt;
**&#039;&#039;&#039;Furor&#039;&#039;&#039;: +1 to wound against {{W40kKeyword|Troops}} &lt;br /&gt;
**&#039;&#039;&#039;Venator&#039;&#039;&#039;: +1 to wound against {{W40kKeyword|Fast Attack}}&lt;br /&gt;
**&#039;&#039;&#039;Dominatus&#039;&#039;&#039;: +1 to wound against {{W40kKeyword|Elites}}&lt;br /&gt;
**&#039;&#039;&#039;Malleus &#039;&#039;&#039;: +1 to wound against {{W40kKeyword|Heavy Support}} and {{W40kKeyword|Lords of War}}&lt;br /&gt;
**&#039;&#039;&#039;Purgatus &#039;&#039;&#039;: +1 to wound against {{W40kKeyword|HQ}}&lt;br /&gt;
**&#039;&#039;&#039;Raptoris &#039;&#039;&#039;: +1 to wound against {{W40kKeyword|Flyers}}&lt;br /&gt;
***The doctrines help compensate for the overall low strength of Bolters. Overlaps a bit with Hellfire ammo, so use Kraken/Vengeance instead. Even with this, shooting a vehicle isn&#039;t a good idea, use Tempest Shells for that.&lt;br /&gt;
*&#039;&#039;&#039;Tempest Shells (1 CP)&#039;&#039;&#039;: Any one {{W40kKeyword|Deathwatch infantry}} model with access to Special Issue Ammunition may target an enemy {{W40kKeyword|vehicle}} and make only one hit roll; if it hits, the attack deals d3 mortal wounds. Like the Hellfire Shells stratagem, but for small arms against vehicles. &#039;&#039;You could string those two together to put a dent on a tank. Which you might need to do, since you lack diverse antitank options.&#039;&#039;&lt;br /&gt;
**Don&#039;t forget that Captains have a bolt pistol. During the shooting phase, he can take a quick break from smashing things to put some mortal wounds on a nearby vehicle with very little chance of missing.&lt;br /&gt;
*&#039;&#039;&#039;Honour Your Brothers (3 CP)&#039;&#039;&#039;: At the end of the Fight phase select a {{W40kKeyword|Deathwatch Infantry}} or {{W40kKeyword|Deathwatch Biker}} unit. It can immediately fight for a second time.&lt;br /&gt;
*&#039;&#039;&#039;Optimized Salvo (1 CP)&#039;&#039;&#039;: Use before a unit shoots. Instead of all models in that unit using the same special issue ammunition, you can select the result on a per model basis. &#039;&#039;Usefull if you are split firing a unit into two enemy squads, but it&#039;s not like bolters are known for overkill&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Teleportarium (1-3 CP)&#039;&#039;&#039;: You can set a {{W40kKeyword|DEATHWATCH INFANTRY}} unit or {{W40kKeyword|DEATHWATCH DREADNOUGHT}} in a Teleportarium chamber instead of placing it on the battlefield. 1 CP per unit, up to three. &#039;&#039;Combine it with a Jump Pack/Terminator Watch-Captain to have a FULL TELEPORTING SPACE MARINE &amp;lt;sub&amp;gt;allied&amp;lt;/sub&amp;gt; BATTALION&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Overkill (1 CP)&#039;&#039;&#039;: &#039;&#039;Anti-{{W40kKeyword|Necron}}&#039;&#039;. Use at the start of the enemy turn before a {{W40kKeyword|Necron}} player rolls their reanimation protocols. Pick a necron unit with 12&amp;quot; of a {{W40kKeyword|Deathwatch}} unit. They subtract one from their reanimation rolls.&lt;br /&gt;
*&#039;&#039;&#039;Stem the Green Tide (2 CP)&#039;&#039;&#039;: &#039;&#039;Anti-{{W40kKeyword|Ork}}&#039;&#039;. Use when a {{W40kKeyword|Deathwatch}} unit shoots overwatch at a charging {{W40kKeyword|Ork}} unit. For every casualty you cause, the orks subtract 1&amp;quot; from their charge distance. High risk high reward: reducing enemy charge ranges is always useful, &#039;&#039;but you have to hit the orks in overwatch first&#039;&#039;, let alone kill them. Useful if you have a Captain nearby, but stil a gambit against armoured things like Mega-armoured Nobz. Useless if the ork charges with the transport first.&lt;br /&gt;
**Auto-hit weapons (Frag Cannons, Combi-Flamers, Flamestorm Gauntlets) benefit the most; they&#039;ll need to be in the 8&amp;quot; range, but even such a close range charge will automatically fail if you kill 5 orks. &amp;lt;u&amp;gt;Only 4 kills needed to completely deny a 9&amp;quot; deepstrike charge&amp;lt;/u&amp;gt;, and even a single casualty debuffs the Here We Go chance from roughly 1/2 to 1/3.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Severance (2 CP)&#039;&#039;&#039;: &#039;&#039;Anti-{{W40kKeyword|Tyranid}}&#039;&#039;. Lets a unit snipe {{W40kKeyword|Synapse characters}}. Sniping things with heavy weapons is always nice, not to mention the added benefit of removing a synaptic creature that thought itself safe behind a blob. It also patches your lack of actual Snipers, but only against Tyranids&lt;br /&gt;
**Doesn&#039;t do shit against GSC do to the lack of the proper keyword. This means that the motherfucking DEATHWATCH, xeno experts of the galaxy have no counter specific to the Genestealers in terms of stratagems. What the actual FUCK?&lt;br /&gt;
**Note that the only bugs you should be using this on are: tyranid primes, broodlords, neurothropes and malanthropes. Every other character either doesn&#039;t have the synapse keyword or has more the 9 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Intercepting Volley (2 CP)&#039;&#039;&#039;: &#039;&#039;Anti-{{W40kKeyword|Eldar}}&#039;&#039;. Use AFTER an {{W40kKeyword|Aeldari}} unit that can {{W40kKeyword|fly}} moves. Pick a {{W40kKeyword|Deathwatch}} unit within 12&amp;quot; of the model (so after it has moved). They can shoot at the moved unit, but with a -1BS penalty. &#039;&#039;Like the Auspex stratagem, only not restricted to infantry, vs flying Eldar.&#039;&#039; &lt;br /&gt;
**&#039;&#039;&#039;HOWEVER, IT IS A WASTE TO USE IT!&#039;&#039;&#039;  Most Deathwatch units have a 3+ BS, which then goes -1 for the Strat, -1 as nearly all {{W40kKeyword|Eldar}} that can {{W40kKeyword|fly}} have a hard-to-hit rule, and if YOU think spending 2CP is worth killing that unit, THEY are going to spend 2CP to activate Lightning Fast Reflexes, which was FAQ&#039;d to work outside the Shooting phase.  So you&#039;re spending 2CP to be shooting with a -3 penalty. Alternate take... However you can still shoot bikes, HQ&#039;s and all of the other non-aircraft units that have flying, not to mention this also works against Drukhari as they also have the correct keyword. Of course don&#039;t forget that you do have access to auto hitting weapons like heavy flamers and frag cannons that will put Eldar jetbikes in a world of hurt no matter how many debuffs to hit those pointy eared cowards hide behind.&lt;br /&gt;
*&#039;&#039;&#039;Targeting Scramblers (1 CP)&#039;&#039;&#039;: &#039;&#039;Anti-{{W40kKeyword|Tau}}&#039;&#039;. Use after an enemy {{W40kKeyword|T&#039;au}} unit equipped with at least one markerlight has resolved all attacks in the shooting phase. Select a Deathwatch unit from your army and remove all markerlight tokens from it. &#039;&#039;Note that the Tau unit doesn&#039;t need to shoot with the markerlight, only be equipped with it&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Dominate&lt;br /&gt;
: Score 1 VP at the end of the turn in which this Tactical objective was drawn if you control the closest objective marker to the enemy Warlord. If aforementioned Warlord was slain or is not on the battlefield, (e.g. the opponent was planning to deep strike him and you drew this on the first turn,) your opponent picks an objective marker you should control. &lt;br /&gt;
;12 - The Long Vigil&lt;br /&gt;
: When this Tactical Objective is drawn, roll D6. Score 3 VP if you control the corresponding objective marker at the end of 3 (!) consecutive (!!) turns. Um...good luck?&lt;br /&gt;
;13 - Kill Team Strike&lt;br /&gt;
: Score 1 VP if you destroyed at least one enemy unit this turn. If the last model in at least one such unit was destroyed by a friendly unit of Veterans or Intercessors, score D3 points instead.&lt;br /&gt;
;14 - Crippling Blow&lt;br /&gt;
: Score 1 VP if one enemy Character was slain this turn, or D3 if two or more of them were.&lt;br /&gt;
;15 - Priority Target&lt;br /&gt;
: When drawing the objective, determine which of your opponent&#039;s model has the highest Power Rating; if there&#039;s a tie between multiple models, your opponent choose one of them. 1 VP if you annihilate the model, which rises to D3 if it was also a Monster. &lt;br /&gt;
;16 - Suffer Not the Alien&lt;br /&gt;
: Score 1 VP if at least one enemy unit was destroyed during this turn. Score D3 points instead, if at least one of destroyed units had the {{W40kKeyword|Aeldari}}, {{W40kKeyword|T&#039;au Empire}}, {{W40kKeyword|Necrons}}, {{W40kKeyword|Orks}} or {{W40kKeyword|Tyranid}} keywords.&lt;br /&gt;
&lt;br /&gt;
==Litanies of Battle==&lt;br /&gt;
&lt;br /&gt;
Now litanies are like the Dark Apostle&#039;s prayers, going off on a 3+. Before the game starts, generate the litanies your chaplain knows and start with Litany of Hate + Chapter Litany. Like psychic powers, you cannot spam the same litany even if several chaplains know it, but they are chanted at the beginning of the battle round and remain active until the end of it. This also means a Chaplain won&#039;t have an active litany on the turn he deepstrikes, as he can&#039;t chant while not on the table.  The same rules apply if he rides a transport, so you&#039;ll need to come up with other ways to make him fast, like giving him a Jump Pack or putting him on a bike.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Litany of Hate:&#039;&#039;&#039; Default prayer, 6&amp;quot; aura of re-rolling all melee hit rolls (not just misses) for your chapter.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Litany of Faith:&#039;&#039;&#039; 6&amp;quot; aura of FnP 5+++ vs mortal wounds for friendly {{W40Kkeyword|Deathwatch}} units. Not cumulative with other rules, as per usual (but stated regardless).&lt;br /&gt;
#&#039;&#039;&#039;Catechism of Fire:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Deathwatch}} unit within 6&amp;quot;. +1 to the wound roll when &amp;quot;resolving a shooting attack&amp;quot; against the &#039;&#039;closest&#039;&#039; enemy unit, meaning it affects Overwatch, too.&lt;br /&gt;
#&#039;&#039;&#039;Exhortation of Rage:&#039;&#039;&#039; Select a friendly {{W40Kkeyword|Deathwatch}} unit within 6&amp;quot;. Their &#039;&#039;unmodified&#039;&#039; 6s to hit in melee generate another attack with that weapon, which cannot proc extra attacks itself. Good when you already have a Captain/Chapter Master/second Chaplain giving you a re-roll and their aura would overlap with the Chaplain&#039;s.&lt;br /&gt;
#&#039;&#039;&#039;Mantra of Strength:&#039;&#039;&#039; He&#039;ll show you how it&#039;s done. +1A +1S to the Chaplain, and +1D to his melee weapons. &#039;&#039;D3 Crozius!&#039;&#039;&lt;br /&gt;
#&#039;&#039;&#039;Recitation of Focus:&#039;&#039;&#039; Select a friendly chapter unit within 6&amp;quot;. +1 to their hit rolls when shooting. Even during overwatch, meaning you should answer enemy charges with supercharges. &#039;&#039;&#039;&#039;&#039;Safe plasma!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
#*While +1 to hit is better than a Captain&#039;s re-roll, this alone isn&#039;t a replacement for it (since it has a 1/3 chance to fail, affects single unit and doesn&#039;t work in melee or when the chaplain doesn&#039;t start on the field). Instead, it&#039;s better used when a unit cares about +1 to hit beyond improving BS by 1, most notably Plasma units.&lt;br /&gt;
#&#039;&#039;&#039;Canticle of Hate:&#039;&#039;&#039; Non-cumulative 6&amp;quot; aura of &#039;&#039;&#039;+2 to charge rolls&#039;&#039;&#039;, as well as +3&amp;quot; to pile in and consolidation moves.  In all cases, the friendly {{W40Kkeyword|Deathwatch}} unit in question has to be within the aura by the time the move is made - the consolidate move especially will often not happen unless the Chaplain also made his charge.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
In addition to the standard Space Marine fare of Ranged and Melee weapons, the Deathwatch get access to some of the rarest and deadliest wargear the Imperium has to offer.&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Assault Bolter:&#039;&#039;&#039; 18&amp;quot;, Assault 3 S5 AP-1. Would be a really good gun on assault units. Unfortunately exclusive to Inceptors. That said, you can still perform effective hit and run attacks with it, aided by the Inceptors&#039; ability to shoot after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Auto Boltstorm Gauntlet:&#039;&#039;&#039; A 3-shot Auto Bolt Rifle with 6&amp;quot; less range. Dual-wielded by Aggressors.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; You know what a bolter is, but if you somehow forgot it&#039;s 24&amp;quot; Rapid Fire 1 S4 AP0 1 D. It no longer completely invalidates GEQ saves, but you won&#039;t ever care about that. As it&#039;s pointless to use the Bolter&#039;s basic profile. Since Deathwatch has access to Special Ammunition such as Kraken bolts and Vengeance rounds. You&#039;ll never have to use the base profile while playing Deathwatch, EVER! Seriously, don&#039;t do that.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Carbine:&#039;&#039;&#039; An Assault 2 Bolter, exclusive to the Reiver Squad.&lt;br /&gt;
**&#039;&#039;&#039;Bolt Rifle:&#039;&#039;&#039; A Boltgun with 30&amp;quot; range and AP-1 making it more effective exclusive to Intercessors.&lt;br /&gt;
***&#039;&#039;&#039;Auto Bolt Rifle:&#039;&#039;&#039; The automatic version, an Assault 3 Bolter. Better than the Bolter and Bolt Rifle when not factoring in Stratagems or shooting at anything with armour. Combine with the Tactics to overwhelm your enemies with bolter fire up to 24 inches away!&lt;br /&gt;
***&#039;&#039;&#039;Stalker Bolt Rifle:&#039;&#039;&#039; Not a sniper rifle, lest it invalidates Scouts too. 36&amp;quot; Heavy 1 AP-2 and now D2(!) Bolt Rifle, to give far away targets more than just a poke. Turns Intercessors into something akin to Troop Sternguard.&lt;br /&gt;
**&#039;&#039;&#039;Stalker Pattern Boltgun:&#039;&#039;&#039; The special Deathwatch Boltguns, these bad boys are 1points each, sporting 30&amp;quot; Heavy 2 S4 AP-1 D1, but you&#039;ll always be using an improved Special Issue Ammo profile. Tragically, they lost the Sniper rule from 7th ed, but are still a dependable and versatile choice for a ranged unit. The extended range for your two shots will get you more mileage out of Special Issue Ammunition compared to standard Boltguns, but you need to hold still to make the best use of it. Changes to Heavy weapons in 8th do allow for you to move and shoot these with a -1 to-hit penalty, however.&lt;br /&gt;
**&#039;&#039;&#039;Combi-Weapon:&#039;&#039;&#039; Massively reworked, No longer Single Use, and can even be fired alongside the Bolter part now, at -1BS. But Combi-Flamers don&#039;t care for no BS. Available to Veterans, Terminators and non-Primaris Characters. Combi weapons are only 3p more expensive then their normal special weapon counterpart. And with the Special Ammunition the extra Bolter shots are really worth taking a combi weapon.&lt;br /&gt;
**&#039;&#039;&#039;Master Crafted Weapon:&#039;&#039;&#039; Variant of a Boltgun, Auto Bolt Rifle or Stalker Bolt Rifle, for your Captains. The Boltgun gets +1 damage and +1 AP, the others only get +1 damage.&lt;br /&gt;
**&#039;&#039;&#039;Guardian Spear:&#039;&#039;&#039; A Master Crafted Boltgun when shooting. [[Blood Ravens|Nicked]] from [[Adeptus Custodes|the bananas]].&lt;br /&gt;
**&#039;&#039;&#039;Storm Bolter/Combi-Bolter:&#039;&#039;&#039;only 2 points non so cheap as chips Rapid Fire 2 Boltgun, available to Termies, Vets and vehicles. No longer an assault weapon, it&#039;s especially nasty at Rapid Fire range. Quite a bargain, even more so as they now have access to special ammo. A unit of 10 termies with storm bolters can put out 40 BS3+ S4 Ap0 D1 shots, or 20 BS3+ shots that either wound on 2s, have AP-2 but 6&amp;quot; less range, or have AP-1 with 6&amp;quot; more range when outside rapid fire range. When inside RF range (such as, I don&#039;t know, when you deepstrike the termies 9&amp;quot; away from a target), you put out the full 40 shots, and can use SIA. So, with a termie watch captain nearby, you would have 40 shots hitting on 3s, rerolling 1s, with S4 (or just wounding on 2s) AP-2 (or AP0 if you decide you&#039;d like to pile on more wounds instead, such as against custodes). See that horde? Now you do, now you don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; A bolter in pistol form, meaning you can fire it in melee. Just don&#039;t forget it&#039;s there. &amp;lt;s&amp;gt;Unlike other Marine codices, your Deathwatch units have to pay a point for it (bcuz SIA)&amp;lt;/s&amp;gt; We don&#039;t have to pay a point for it anymore and you can&#039;t shoot Pistols alongside your other gun types. Either buy your units a melee loadout or &amp;lt;u&amp;gt;swap it out for a chainsword&amp;lt;/u&amp;gt;.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Bolt Pistol:&#039;&#039;&#039; More like &#039;&#039;Better&#039;&#039; Bolt Pistol, with AP-1. Exclusive to Reivers.&lt;br /&gt;
**&#039;&#039;&#039;Absolvor Bolt Pistol:&#039;&#039;&#039; Designed to give the Emperor&#039;s Mercy to Xenos and Battle Brother alike, it is the Hand Cannon of the Bolt Pistols, with 1 Heavy Bolter shot at 16&amp;quot;. &#039;&#039;And it still benefits from SIA&#039;&#039;. Load up those Vengeance rounds in close combat and watch your MEQ enemy weep.&lt;br /&gt;
**&#039;&#039;&#039;Reductor Pistol:&#039;&#039;&#039; Designed to remove geneseed from dead marines, or if your feeling motivated, punch a hole through a nobz&#039; skull. A Bolt Pistol with 2 damage and -3 AP, but a pitiful range of 3&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Shotgun:&#039;&#039;&#039; The Deathwatch Shotgun uses its own selection of special shells and slugs for your xenos-purging needs. Versatile and awesome-looking. Non only 1 pt and unlike the Storm bolter your marinelets can advance, which you&#039;ll need to do, since it&#039;s short to very-short range.&lt;br /&gt;
**&#039;&#039;&#039;Cryptclearer Round:&#039;&#039;&#039; 16&amp;quot; Assault 2 S4 AP0 D1. Re-roll failed wound rolls. &#039;&#039;Meh. You already reroll 1s, and Hellfire rounds wound on (rerollable) 2+&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Xenopurge Slug:&#039;&#039;&#039; 16&amp;quot; Assault 2 S4 AP-1 D1. If the target is within half range (8&amp;quot;), becomes D2. &#039;&#039;Useful ONLY against multiwound models (or with FNPs) in half range, aka melee distance. Otherwise use Kraken rounds&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Wyrmsbreath Shell:&#039;&#039;&#039; 7&amp;quot; Assault D6 S3 AP0 D1. Autohits. &#039;&#039;Essentially a weaker Flamer/up-gunned Hand Flamer, but MUCH more cost-effective, whilst still being relevant outside ultra-close range, due to its other ammo types&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Hand Flamer:&#039;&#039;&#039; 6&amp;quot; Pistol D6 S3 AP0 D1. Autohits. Only costs 1 point now. Put two of them on a vanguard veteran and go burn some xeno hordes.&lt;br /&gt;
*&#039;&#039;&#039;Inferno Pistol:&#039;&#039;&#039; 6&amp;quot; Pistol 1 S8 AP-4 D1d6 with the same &amp;quot;half range keeps best of 2 dice for Damage&amp;quot; the melta has. &amp;lt;s&amp;gt;Since this bad boy costs more than the actual Meltagun or Combi-Melta,&amp;lt;/s&amp;gt; it actually costs 7 pts, so you could see it more like a big-guy-killing melee weapon that also happens to be a pistol, than an actual pistol. Point at nearest alien monstrosity and stare through the smoking hole that used to be their chest.&lt;br /&gt;
**&#039;&#039;&#039;Modeling Note:&#039;&#039;&#039; If you&#039;re converting or for whatever reason don&#039;t have one to hand, the barrel of a meltagun glued onto a grav pistol makes a pretty neat-looking counts-as.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039; Fairly effective against MEQs when fired normally, a TEQ-killer when supercharged, but Gets Hot! now risks outright killing the user. A high risk-high reward pistol, your Captain&#039;s rerolls reduce Gets Hot to a 1/36 chance. Good against everything, really, as plasma can even wound tanks.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Exterminator:&#039;&#039;&#039; 18&amp;quot; Assault 3 Plasma Cannon. Good for killing Heavy Infantry.&lt;br /&gt;
&lt;br /&gt;
===Special Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; An Assault D6 S4 AP- weapon with 8&amp;quot; range which automatically passes rolls to hit. A classic anti-horde option, now they number of hits is independent of the number of enemies — 20 bunched Guardsmen suffer the same number of hits as 2 terminators: 3.5. Meh, at least it&#039;s cheap. Can&#039;t overwatch against charges starting more than 8&amp;quot; away, but those aren&#039;t reliable anyway, so a flamer is still good in those cases. Don&#039;t bother trying to hit airborne units, as they&#039;re too tough and armoured.&lt;br /&gt;
**&#039;&#039;&#039;Flamestorm Gauntlet:&#039;&#039;&#039; A Power Fist with Co-axial Flamer. Dual-wielded by Aggressors.&lt;br /&gt;
*&#039;&#039;&#039;Grav-Gun:&#039;&#039;&#039; 18&amp;quot; Rapid Fire 1 S5 AP-3 D1, upgrading to D1d3 if the target has a 3+ save or better. No longer a plasma-killer, and while it costs a bit more, has a shorter range, and is less likely to wound things with high Toughness, it can reliably reliably (and safely) kill heavy multi-wound infantry (like Primaris) while no longer being useless against smaller models.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 S8 AP-4 D1d6, becoming best of two 1d6 Damage at half range. Good against anything with lots of wounds, be they Vehicles, Monsters or even Heavy Infantry. At 12&amp;quot; range Supercharged plasma is better (but riskier) however, and this gun is more expensive, so you really should try and get to half range. While you can advance to close the gap, it is convenient that the unit&#039;s other weapons are assault weapons as well. You can&#039;t deepstrike closer than 9&amp;quot;, however.&lt;br /&gt;
**&#039;&#039;&#039;Auxiliary Meltagun:&#039;&#039;&#039; Remember how that one Salamanders guy in Overkill has a meltagun on his Powerfist? Yeah, well now every Terminator can have it including the Terminator Watch Captain! &lt;br /&gt;
***&#039;&#039;&#039;Modelling Note:&#039;&#039;&#039; Branatar is the only model in the range that has it, so unless you have extra Chainfists and Meltaguns lying around, replacing either arm on Branatar model is very easy, or just get Inferno Pistol, cut off the grip, glue to power fist, done, they are very cheap on bits sites since no one was buying them before. Another way to model these auxiliary weapons is to grab the unused melta bits from your Devastator Centurions and attach them to your power fists.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; You know what a Plasma gun is too, but for reference it&#039;s 24&amp;quot;, Rapid Fire 1, S7/8 AP-3 1/2 D. As much of an all-rounder as the marine wielding it.&lt;br /&gt;
**&#039;&#039;&#039;Plasma Incinerator:&#039;&#039;&#039; A Primaris Plasma Gun, because Cawl wanted to make marine guns&#039; as insecure as their wielders. Better 30&amp;quot; range lets it not only rapid fire from further away, but outrange enemies. Better AP-4 makes them a menace even for tanks.&lt;br /&gt;
***&#039;&#039;&#039;Assault Plasma Incinerator:&#039;&#039;&#039; Lighter 24&amp;quot; Assault 2 Str 6/7 version of the Standard Plasma Incinerator. Easier to make it cost effective, as it shoots double than the Standard version from 16&amp;quot;-24&amp;quot;, still wounding most infantry on a 3+. The supercharge is still good D2, it just doesn&#039;t wound enemies on a 2+.&lt;br /&gt;
***&#039;&#039;&#039;Heavy Plasma Incinerator:&#039;&#039;&#039; The other end of the spectrum. 36&amp;quot; Heavy 1 Str 8/9 lets you wound infantry on a 2+ without having to supercharge, and makes it effective against tanks, enjoying great range. Which you should keep, because it&#039;s not Rapid Fire like the other variants. More cost effective against vehicles than against infantry, but it does the job nicely.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Heavy Thunder Hammer:&#039;&#039;&#039; An enormous two-handed Thunder Hammer built for smashing in Xenos heads, this 18 point melee weapon hits at a staggering SX2, AP-3, D6(!) Damage. Further, Wound rolls of 6 automatically cause 6 Damage. It has the same -1 to-hit penalty of a regular Thunder Hammer, so make sure you&#039;ve got a source of re-rolls to make every swing count (cause hitting 50% of the time ins&#039;t good enough). Taking a melee weapon that costs more than the marine who&#039;s carrying it isn&#039;t always a great choice, but multiple lascannon-strength melee attacks boosted by Mission Tactics can lay low even the biggest of xeno monsters (or enemy vehicles and characters). Be wary of overkill and choose your targets wisely - if you&#039;re killing enemies with 3 wounds or less, the regular Thunder Hammer is cheaper at 16 points and does a consistent 3 Damage, but if you fancy ghetto stomping a carnifex, here is your weapon of choice. Notably, the Heavy Thunder Hammer replaces both weapons and can only be taken by standard Deathwatch Veterans and Vanguard Veterans. &lt;br /&gt;
**With a Doctrine Stratagem active, the damage boost occurs on a 5+ due to adding 1 to the wound rolls.&lt;br /&gt;
*&#039;&#039;&#039;Guardian Spear:&#039;&#039;&#039; Only available to the Watchmaster, this Custodes weapon is essentially a Master-Crafted Bolter combined with a Relic Blade. S+1, AP-3, D3 Damage provides a nice balance between S, AP, and damage for good mileage against most targets. &lt;br /&gt;
*&#039;&#039;&#039;Xenophase Blade:&#039;&#039;&#039; Literally jacking Necron Phase Swords, it&#039;s a Power Sword that forces successful invuln saves to be re-rolled. A 1-point upgrade over the standard power sword, it&#039;s not a bad choice at all, particularly when facing enemies who fall back on invuln saves against your AP -3 blade. Vet Sergeants and Watch Captains can take this.&lt;br /&gt;
*&#039;&#039;&#039;Power Weapons:&#039;&#039;&#039; Sword is S user AP-3, Axe is S user+1 AP-2 and Maul is S user+2 AP-1. None give extra attacks. Bear in mind that Doctrine stratagem can give +1 to wound and mission tactics gives reroll ones to wound, but we don&#039;t have bonus to AP. As such the sword should be preferred in almost all cases where you need a one handed melee weapon.&lt;br /&gt;
**&#039;&#039;&#039;Power Sword:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Power Axe:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Power Maul:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Power Fist:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thunder Hammer:&#039;&#039;&#039; Regular thunder hammer. Compared to the heavy version, it trades one handedness for a fixed damage of 3. Perfectly reasonable against things with 3 or less wounds, especially as it allows you to also grab a combi-something to go with it.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; Free, but does give +1A at Suser AP0. Reasonable backup for a shooty unit rather than something to give a melee unit.&lt;br /&gt;
*&#039;&#039;&#039;Lightning Claw:&#039;&#039;&#039; Rerolling wounds overlaps with mission tactics, so don&#039;t use against your current mission tactics target. Doctrine helps though, going from rerollable 4+ (75%) to rerollable 3+ (88.8%) against many targets, but thunder hammers may need that buff more. Hitting things with T8+ is suboptimal but you&#039;ll still get 30.5% wound rate, so can do something in a pinch.  Benefits greatly from reroll to hit, e.g. pair with a captain, chaplain,  or watch master. Bog standard vets have access to these, so you can get 32 attacks with reroll to wound and -2AP out of a troops slot, perfect for murdering hordes.&lt;br /&gt;
&lt;br /&gt;
===Heavy Weapons===&lt;br /&gt;
&lt;br /&gt;
Kill Teams can grab up to 4 of these weapons in a single squad (&#039;&#039;&#039;Note:&#039;&#039;&#039; due to a further change to the April 2019 FAQ, these options, as with the Heavy Thunder Hammer, replace both weapons, so now we can&#039;t take Storm Shields with them anymore):&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Frag Cannon:&#039;&#039;&#039; Giant. Beltfed. Shotguns. Sporting 2 firing modes and coming in at a costly 20 points, the Frag Cannon is still an incredible weapon option for the Deathwatch. Frag rounds act like double Heavy Flamers with 8&amp;quot; Assault 2D6 S6 AP-1 D1, autohitting. The solid shell rounds hit at 24&amp;quot; Assault 2 S7 AP-2 D2, but get stronger at close range, dealing S9 AP-3 D2 hits at 12&amp;quot; or less. Whether it&#039;s providing brutal Overwatch, shredding infantry, or mulching terminators and other multi-wound models, the Frag Cannon gets the job done. Special mention to the deep strike potential for solid shells.&lt;br /&gt;
**The Frag profile is strictly better than taking two heavy flamers (if you could do so), at 4 points cheaper and +1S, and will completely outperform the Infernus Heavy Bolter against anything in 8&amp;quot;.&lt;br /&gt;
**The Shell profile is going to behave a lot like a two shot lascannon up close that deals 2 damage instead of 3.5, with some important differences when shooting exotic defenses like Quantum Shields or Serpent Shields.&lt;br /&gt;
***Due to its cost, this profile will usually underperform a meltagun at the same range, although obviously it can shoot out to 24&amp;quot; if it has to; you should be regarding this weapon as a seriously up-gunned Twin Heavy Flamer, rather than a lascannon or meltagun variant.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; 36&amp;quot; Heavy 3 S5 AP-1. Good against hordes at long range due to its high number of attacks, and still useful against lighter vehicles. It&#039;s most efficient against hordes with bad/no save, or things that rely primarily on a weak invulnerable save, like daemons. Good cheap way to throw out mortal wounds with hellfire shells&lt;br /&gt;
*&#039;&#039;&#039;Heavy Flamer:&#039;&#039;&#039; A Flamer with S+1 and AP-1. More effective against armored targets than its smaller brother (and for GEQ a AP-1 is already a 50% reduction on saves), but cannot be fired after advancing because it&#039;s finally Heavy in this edition.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Heavy Bolter:&#039;&#039;&#039; [[Awesome|A combi Heavy Bolter/Heavy Flamer.]] Costs 14 points and can be fired together like other combi-weapons, imposing a -1 to-hit penalty which the auto-hitting Heavy Flamer component gives precisely 0 shits about. Bear in mind that if you&#039;re shooting on the move, the Heavy Bolter already has a -1 to-hit penalty. The frag cannon is 6 points more, but simply does the job far better&lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; Can fire either Frag Missiles that act like D6 Bolter shots, or a Krak Missile with S8 AP-2 D6 D. Not quite as good as a Heavy Bolter or a Lascannon in regards to dealing with infantry and vehicles (respectively), but still pretty good at both of those roles. This weapon is usually avoided by other armies, but the deathwatch mix and match their squads and field less marines so the missile launcher&#039;s versatility becomes more desirable.&lt;br /&gt;
&lt;br /&gt;
===Other Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Storm Shield:&#039;&#039;&#039; Gives you a 3+ Invulnerable save. Can be taken by everyone except Terminator Captains and Terminator Librarians. As of Chapter Approved 2018, Deathwatch marines no longer pay a 15 points for these; they pay the standard [[Awesome|2 for vanilla units and 10 for Characters]]. It will keep characters alive and annoy the crap out of your opponents, but you may be better served by keeping it simple and loading up on more marines.&lt;br /&gt;
**When your opponent tries to kill you IRL for making your army stupidly survivable, [[Troll|remind him that you only did it to try and make his life simpler, as now he doesn&#039;t need to worry about the AP modifiers of his weapons]]&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Teleport Homer:&#039;&#039;&#039; This exceptionally-useful piece of tech allows a unit to teleport to a pre-determined location during the movement phase instead of moving normally (even if they&#039;re locked in combat). During deployment, the homer is placed anywhere in your deployment zone. If an enemy model comes within 9&amp;quot; of the homer it is destroyed. During your movement phase, a unit which contains a Deathwatch Terminator can teleport to the homer, setting up within 6&amp;quot; of it, after which the homer is destroyed. The wording allows for units to share teleport homers as well - you don&#039;t have to move your unit to the particular homer they placed. Use it to rescue ranged units from melee units or simply re-position a Kill Team.  &lt;br /&gt;
*&#039;&#039;&#039;Combat Shield:&#039;&#039;&#039; A cheap 5+ invuln save. Unlike the Storm Shield it doesn&#039;t replace anything, so you can keep your guns with it.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
*&#039;&#039;&#039;Beacon Angelis&#039;&#039;&#039;: Once per battle, at the end of your movement phase, you can teleport a {{W40kKeyword|Deathwatch Infantry}} or {{W40kKeyword|Biker}} unit from any point on the battlefield or from reserve to within 6&amp;quot; of the bearer and more than 9&amp;quot; from enemy models. &lt;br /&gt;
**With the addition of Litanies of Battle, a Chaplain with an active litany can be beaconed over to our deep strikers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tome of Ectoclades&#039;&#039;&#039;: At the start of each turn, pick a Mission Tactic. Anyone within 6&amp;quot; of the bearer may use that Mission Tactic instead of the one currently affecting the army. &amp;lt;s&amp;gt;Of course, this means a unit needs to have a Mission Tactic to begin with, so vehicles aren&#039;t affected&amp;lt;/s&amp;gt; &#039;&#039;Your weapons already give you flexibility, now so do your Mission Tactics&#039;&#039;.&lt;br /&gt;
** Note that in the recent FAQ (v1.4, 29/05/2019), the Tome is capable of giving the Mission Tactic to a {{W40kKeyword|Deathwatch}} unit that does not have the Mission Tactics rule (Either because it is a unit that does not have the rule, or because it is not in a battleforged detachment). Enjoy giving it to your Vehicles! (Page 3, first item)&lt;br /&gt;
*&#039;&#039;&#039;Banebolts of Eryxia:&#039;&#039;&#039; +1 damage to a ranged weapon shooting special ammunition, and each wound roll of 6+ made for any special ammunition causes one extra mortal wound in addition to the normal damage. Cannot be combined with the warlord trait &amp;quot;Castellan of the Black Vault&amp;quot;.&lt;br /&gt;
**Mighty on Storm Bolters, which can net you up to 8 damage at close range and have more chances to do those MW. And since they happen on a 6&#039;&#039;&#039;+&#039;&#039;&#039;, the Doctrine Stratagems will trigger MW on a 5+. &lt;br /&gt;
**Put on a primaris captain with MC stalker boltrifle and hellfire up, point at a carnifex, and enjoy hitting on a 2 rerolling 1s, wounding on 2+, ap -2, D3 (D4) shots. &lt;br /&gt;
**Master-crafted Bolters and MC Auto-Bolt Rifles will also deal whopping 3 damage a shot (though it&#039;s best to point them at the bigger stuff as to not waste damage), which enable Vengeance rounds threaten medium vehicles. That way someone else can use Tempest Shells.&lt;br /&gt;
** If the Beta Bolter rules go through, this will be terrifying on a stormbolter terminator captain.&lt;br /&gt;
*** They went through. It IS terrifying.&lt;br /&gt;
*** Thanks to the FAQ, can&#039;t choose Bolter Discipline and Special Ammo at the same time. Not as terrifying, but still a threat.&lt;br /&gt;
*&#039;&#039;&#039;Dominus Aegis:&#039;&#039;&#039; A buffed storm shield. If the bearer does not move, all friendly Deathwatch models within 6&amp;quot; gain a 5+ invulnerable save. &#039;&#039;Good for any of your ranged units, but excellent for Primaris, who fit double the wounds in the same space and have better range (so they need to move less)&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;The Osseus Key:&#039;&#039;&#039; Watch Master only. Enemy vehicles get -1 to hit if they are within 9&amp;quot; of him (so, not on deepstriking). Additionally, each time he fights, he can make an additional attack with the Key against a vehicle within 1&amp;quot;, and if he hits, he causes d3 mortal wounds. Essentially, a souped up Clavis that doesn&#039;t need CP to activate.&lt;br /&gt;
*&#039;&#039;&#039;Thief of Secrets:&#039;&#039;&#039; 2D Power Sword that re-rolls failed to wound rolls against an alien race of your choice (Tau, Tyranids, Orks, Necrons, or Aeldari) picked at the beginning of the game.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Watch Master:&#039;&#039;&#039; For now, this is your top HQ choice. A Deathwatch &#039;Chapter Master&#039; equivalent, his stat line is impressive with WS/BS 2+, 6 Wounds, Artificer Armor (2+) and an Iron Halo (4++). His bubble grants re-rolls-to-hit on failed shooting and melee attacks (including his own), so either at the back or at the front lines there&#039;s a place for him. You get him for 115pts, while that usually costs +50pts or 3CP elsewhere, and him being the warlord gives you a discount on the Adaptive Tactics Stratagem.&lt;br /&gt;
**His (quite good) loadout is fixed, but the Relic-Blade-like Guardian Spear with attached SIA Master-crafted Bolter packs a punch both at melee and range. Furthermore, &#039;&#039;&#039;Castellan of the Black Vault&#039;&#039;&#039; increases the damage of both Guardian Spear&#039;s profiles. The Clavis is now a stratagem, but he can also get the Watch Master&#039;s exclusive Osseus Key relic, and inflict a &#039;&#039;Triple Punch&#039;&#039; against vehicles: Shoot at it with Tempest Shells, then use the Osseus Key and finally activate the Clavis for &#039;&#039;&#039;&#039;3d3&#039; Mortal Wounds&#039;&#039;&#039;. 4D3 if you also get someone to hit it with the Hellfire Shells Stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain:&#039;&#039;&#039; Access to a variety of wargear, good overall stats (hitting on 2s), and lets all nearby friendly Deathwatch units (including vehicles and himself) re-roll 1s to hit. Enjoy your semi-twinlinked Land Raider Crusader. He&#039;s the only one with a Master-crafted Boltgun, but you could also give him a Storm bolter and the relic bullets for max dakka. The storm shield isn&#039;t a must-have since he comes with a 4+ invulnerable save by default, but it&#039;s there if you want it. Watch Captains also get access to Xenophase or Relic blades, on top of the usual Deathwatch Equipment. He &#039;&#039;can&#039;&#039; take a jump pack. His wargear options also allow for some very strange and highly varied combos of equipment. He absolutely always has a bolt pistol that can never be replaced with anything. On top of that he comes with a chainsword and MC boltgun, he can either replace the chainsword with a relic or xenophase blade (if he does this he must keep the MC boltgun), or replace both with any two weapons from the Deathwatch equipment lists. This allows you to do nutty things like dual wielding chainswords, being one of very few HQs who can carry a non-combi special weapon like a plasma or grav gun, or even triple-wield pistols as he has one pistol by default and nothing says you can&#039;t replace his other weapons with one or two more. Suck it [[Cypher]].&lt;br /&gt;
**&#039;&#039;&#039;Watch Captain in Terminator Armour:&#039;&#039;&#039; A vast improvement over the index version thanks to increased customization options. Now starts with a Relic Blade and can take combi-weapons and melee weapons from the Terminator list. Don&#039;t forget a Terminator Watch Captain with a Power fist with auxiliary meltagun AND a combi-melta (add some tempest shells for good measure) for an anti-tank army of one!&lt;br /&gt;
**&#039;&#039;&#039;Primaris Captain:&#039;&#039;&#039; The usual +1W +1A Captain. Comes stock with SIA, a Bolt Pistol and a Master-crafted Auto Bolt Rifle (interesting with Banebolts) that he can swap for a Master-crafted Stalker Bolt Rifle, depending on what you want him to do. Surprisingly customizable for a Primaris, as he can also take a Power Sword, or replace his guns with a Power Fist and Plasma Pistol for melee.&lt;br /&gt;
*&#039;&#039;&#039;Chaplain:&#039;&#039;&#039; The cheapest HQ with his stock wargear, to meet those new detachment minimums. He lets Deathwatch units in 6&amp;quot; use his leadership and has the standard Litanies of Battle. A good support choice to back a choppy squad. Particularly useful helping hammer-wielding vets and termies mitigate their -1 to hit. Comes stock with a bolt pistol and Crozius, which is now somewhere between a power axe and maul at +1S and -1, but 2D. Can swap his bolt pistol for a bolter, pistol, or a combi-weapon, and can now take a jump pack! Notably, he regained access to a powerfist in the codex.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Chaplain:&#039;&#039;&#039; The usual Primaris buffs (+1 A/W) and the usual points hike, but also has the Absolvor pistol, a 16&amp;quot; S5 AP-1 Pistol which becomes very dangerous with SIA. Like most Primaris HQs, his wargear is fixed and cannot be changed. Without the option of a Bike/Jump Pack you can only footslog him or put him in the very expensive Repulsor for additional mobility.&lt;br /&gt;
**&#039;&#039;&#039;Chaplain in Terminator Armour:&#039;&#039;&#039; +1W, 2+/4++ and deepstrike. Can&#039;t get a power fist (nor an auxiliary Meltagun), so use him when you need resilience over raw damage.&lt;br /&gt;
**&#039;&#039;&#039;Chaplain with jump pack:&#039;&#039;&#039; Fast deepstriking Chaplain. Useful to keep up with those Thunder/Heavy Hammer Vets.&lt;br /&gt;
*&#039;&#039;&#039;Librarian:&#039;&#039;&#039; Your good old source of mortal wounds. Although the Librarius discipline is overshadowed by other imperial disciplines like Blood Angels and Grey Knights, its still a solid one that gives strong buffs to units and characters. Librarians are a lot more random in this new edition as you cannot change results or over-commit on one psychic power which you want to go off at all cost. Overall a solid pick for any army. The ability to dish out mortal wounds, use 2 powers and deny a power make Librarians one of the more powerful Space Marine HQs, especially when you consider they&#039;re effective in combat even without psychic powers. In smaller point cost games, however, it can be a hard choice between a Librarians power and the buffs handed out by the other HQs. Veil of Time can be useful for your melee kitted units (Heavy thunder hammers always going first? Yes, please!) while Null Zone can set up a tough enemy unit for termination from some of your heavy artillery. Might of Heroes on someone like the Watch Master is hilarious. He cannot take a bike, unfortunately, but regained access to the jump pack in the codex. &lt;br /&gt;
**&#039;&#039;&#039;Librarian in Terminator Armour:&#039;&#039;&#039; Cannot use a storm shield, but picks up an extra wound over his base counterpart alongside a 2+ armor save and a 5++ invuln. Teleport strike can get him where you need him. With the codex boost to the Terminator Watch Captain the choice between these two is less clear cut.&lt;br /&gt;
**&#039;&#039;&#039;Primaris Librarian:&#039;&#039;&#039; Can only use a Force Sword and Bolt Pistol, but gains the extra attack and wound that all Primaris Marines get. Also fairly cheap compared to other upgraded Librarian versions.&lt;br /&gt;
**&#039;&#039;&#039;Librarian with jump pack:&#039;&#039;&#039; New to the codex, really difficult to advise taking over the other jump pack equipped HQ&#039;s and their unit re-rolls and customisation options.&lt;br /&gt;
&lt;br /&gt;
====Special Character(s)====&lt;br /&gt;
*&#039;&#039;&#039;Watch Captain Artemis:&#039;&#039;&#039; Hailing from the days of Inquisitor, Artemis is our only special character. Regular Watch Captain but also has Unstoppable Champion (FnP 6+). He&#039;s armed with the Hellfire Extremis (a Combi-Flamer whose flamer bit wounds non-vehicles on a 2+), a Power Sword, and a Stasis Bomb, which is a one-off grenade that does D6 mortal wounds on a hit...or D6 mortal wounds to Artemis if it misses. A 1/36 chance of re-rolling that 1 is likely worth the risk. An interesting alternative to a standard Watch Captain, but he is pricey at 100 points with all of his special gear. Make that Stasis Bomb count! Use your Command Re-roll if you get a mere 1 on the mortal damage.&lt;br /&gt;
** In terms of cost, a Captain with Power Sword and Combi-flamer is 86 points to Artemis&#039;s 100. You&#039;re paying 14 points for a 6+ FNP, a 2+ anti-not-a-vehicle flamer upgrade, and a fuck-you grenade. I&#039;d say it&#039;s worth it, but only if you want that kind of kit - Artemis is good for killing infantry and exactly one tough thing up close, and he doesn&#039;t have a jump pack to get him in range with his more effective weapons. He&#039;s only useful if you can get him up the table. Put him in a Corvus Blackstar with a squad of Veterans outfitted with close-range weapons and he&#039;ll pay for himself quickly by one-shotting an enemy HQ.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaplain in [[Dreadnought|a goddamn Dreadnought]]&#039;&#039;&#039;: This is one of the best models space marines can currently use in 8th - arguably the best outside of special characters. More so because Deathwatch barely have any. A respectable statline of BS/WS 2+, T7, 9 wounds, 4 attacks, and a 3+/5++ is complimented by slew of special rules. It&#039;s a character, so can&#039;t be shot at unless it&#039;s by snipers (which it&#039;ll shrug off anyway) or it&#039;s the closest model. A dreadnought that CANNOT BE SHOT AT. He rocks a dreadnought-sized Rosarius granting it a 5++ save and also grants +1 S to friendly models in the same combat during the Fight Phase. As a character it also has Heroic Intervention for getting stuck into combat. Unyielding Ancient grants it a 6+ bonus save against unsaved wounds.  It&#039;s also reasonably priced considering its many advantages at 204 points. He comes stock with double Dreadnought combat weapons and can re-roll 1&#039;s to hit with this loadout. His under-slung Storm Bolters can and should be swapped for Heavy Flamers. One fist can be swapped for a Multi-Melta, an Assault Cannon, a Twin Lascannon, or the awesome Inferno Cannon (a heavy flamer with S6 AP-1 D2). Overall a solid HQ choice, capable of dishing out the pain in ranged and melee combat while being surprisingly durable with the targeting restrictions against characters. His buff may not be as good as other HQ choices, but you&#039;re not taking him for that. If you&#039;re running more than one standard jack of all trades (all but the Mortis and Deredeo) Dreadnaught he is a decent unmanned Sub-Commander that can keep pace with Relic Contemptors and Leviathans. For added hilarity make him your Warlord and slap Castellan of the Black Vault on his Twin Lascannons. Only drawback is the fact that Forge World have now discontinued its production, so if you didn’t already have one be prepared to pay ~£100 for one off eBay (or convert one from a Furioso or a Space Wolves Venerable Dread).&lt;br /&gt;
*&#039;&#039;&#039;Damocles Command Rhino:&#039;&#039;&#039; Only one Damocles can be taken per detachment. It can now transport a single CHARACTER model, and if that model is your Warlord you roll 2d6 at the end of each turn; if the result is less than your Warlord&#039;s Ld, you get a bonus Command Point. While this is obviously valuable, there&#039;s also the Orbital Strike, which is now...kind of odd. It now targets a point on the battlefield rather than a unit, and then rolls a d6 for each unit within 6&amp;quot; of that point, so preparing yourself a 12&amp;quot; diameter circle ahead of time will make your life easier (such as a paper one). On a 4+ (5+ for &#039;&#039;&#039;CHARACTER&#039;&#039;&#039;s), the unit rolled for takes d3 mortal wounds. While it can be useful if you&#039;re lucky, the Damocles is better off acting as a meatshield/Command Point generator, preferably far from the front lines.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Veteran Squad:&#039;&#039;&#039; AKA Deathwatch Kill Team, one of your two troop options, and what may well be the most complex unit in the whole Emprah-damned game. &#039;&#039;The Hammer to your Intercessors&#039; Anvil&#039;&#039;, the unit starts at 5 Vets, a Kill Team&#039;s core. So far, so good. Adding models is where things begin to get odd, since vets aren&#039;t your only choice. You have a plethora of transport options, including the bike-carrying Corvus Blackstar and teleportation, so that won&#039;t be much of an issue. Each model other than veterans adds abilities to your entire unit:&lt;br /&gt;
**&#039;&#039;&#039;Veterans:&#039;&#039;&#039; The default models, yet &#039;&#039;the best if what you want is to keep it simple&#039;&#039;, praise Emps and pass the Special Ammunition. Deathwatch Veterans and their Sergeant share stats with a regular Veteran team. They have nice Leadership values and 2 attacks base. Up to four of them can take heavy weapons (like a different Devastator team), any of them can take heavy thunder hammers, and the sergeant can pick up a combat shield.&lt;br /&gt;
***Storm bolters make them &#039;&#039;&#039;your most cost effective source of Special Ammo&#039;&#039;&#039;. Marines, especially Vets, are a tad fragile for their cost. This fragility combined with their cost-effective damage output makes them a nice candidate for the Teleportatium Stratagem. Especially with combi-weapons, if you can afford them. You can also make them safer by giving the unit some Storm shields, terminators, or Stalker-pattern bolters so they can keep a healthy 30&amp;quot; distance and still shoot twice.&lt;br /&gt;
***While for melee they have the same limitations of a foostlogging squad, you do have neat transports. Heavy Thunder Hammers are kind of a gambit, but on the safer side, power weapons are nice and chainswords are free.&lt;br /&gt;
**&#039;&#039;&#039;Black Shield:&#039;&#039;&#039;  They can&#039;t take a heavy thunder hammer, but they do have an extra attack over their Veteran friends. He (singular) adds Atonement Through Honour, which &#039;&#039;forces&#039;&#039; the unit to make heroic interventions. Useful for a squad that wants to get in the thick of it. That doesn&#039;t necessarily mean flamers and power weapons, though they are useful; remember Vengeance has a 9&amp;quot; Rapid Fire range. Since this will enable the squad to support the units next to it, at the very least give them chainswords.&lt;br /&gt;
***It&#039;s worth noting the lack of minimum distance means that Atonement Through Honour is only ever a benefit as you can move a unit a fraction of a fraction of an inch, effectively not moving at all. &lt;br /&gt;
***Having access to Troops with Heroic Intervention opens up a bunch of tactical options. You can get more movement, contest objectives, and get an extra fight phase while shooting in your next turn. You brought a Vanguard Vet with you, right?&lt;br /&gt;
***Heroic Intervention is one of the conditions that applies the Shock Assault rules to a unit, so should you use it to get a unit into combat, everyone gets an extra attack. &lt;br /&gt;
**&#039;&#039;&#039;Deathwatch Terminator:&#039;&#039;&#039; Like the Elites version (up to three with special weapons) but with Defenders of Humanity instead of Teleport assault. More than firepower, &#039;&#039;&#039;you bring them to tank damage, especially AP0&#039;&#039;&#039;. They can also have TH/SS, but Veterans are better Stormshield bearers - they don&#039;t have to give up their shooting to get one unlike the termie, two 3++ storm bolter marines cost less than a single 3++ termie (25pts, you&#039;re NOT giving them Thunder Hammers) and if one of them tanks a lascannon, you only risk losing one wound instead of the 2W 2+save model. Keep your termies simple, focus on what you want the &#039;&#039;unit&#039;&#039; to do and they&#039;ll make their points back.&lt;br /&gt;
***They let the entire unit use teleport homers, allowing them to get out of trouble. You need Bikers to get teleport homers however (but you can use any tele homer), and they deactivate when enemies are within 9&amp;quot;, so you&#039;ll only be able to relocate behind your lines. Good for supporting an allied unit, however.&lt;br /&gt;
***Oh, they also provide moral immunity with their Unflinching rule. For those times when your Ld9 rerollable unit loses 4 marines and you roll a 6 twice. Or to make Ld gimmicks irrelevant, that sort of &amp;quot;common&amp;quot; scenarios. Speaking of uncommon things, &#039;&#039;if&#039;&#039; you play Power Level (&#039;&#039;&#039;?!&#039;&#039;&#039;), termies are a good source of firepower.&lt;br /&gt;
**&#039;&#039;&#039;Deathwatch Biker:&#039;&#039;&#039; 14&amp;quot; move, T5 2W, with a Twin Bolter and a melee weapon (taking the bolt pistol is stupid). All of which is wasted unless you combat-squad three of them alongside two Vanguard Vets. Which is useful, since their Relentless Assault lets them charge even if they fall back. &#039;&#039;One&#039;&#039; comes stock with a teleport homer - more bikers don&#039;t bring more homers. They&#039;re not bad by any meaning of the word, it&#039;s just that terminators are better, and Vets are cheaper. If you really want Relentless Assault &#039;&#039;and&#039;&#039; a teleport homer, go ahead.&lt;br /&gt;
**&#039;&#039;&#039;Deathwatch Vanguard Veteran:&#039;&#039;&#039; While he lives, the entire unit can fall back and shoot. Doesn&#039;t have {{W40kKeyword|Fly}}, so various AA things don&#039;t get +1 to hit while shooting him or his squad. If you brought one for the Vanguard Strike rule, &#039;&#039;don&#039;t give him a Storm shield to tank wounds&#039;&#039; - if he dies, you lose the bonus. Now what? Give the storm shield to a regular no-name Vet, it&#039;s not like they gave up shooting to get the invul.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sample unit builds:&#039;&#039;&#039; Kinda straight forward, actually, since this unit only really has three weapon options: bolt weapons, power weapons, special weapons. Yup, dismiss pistols - they become less of an option when squad members allow you to fall back and charge again. Three tenets here: what you want them to do, how you want them to do it, and &#039;&#039;transport options&#039;&#039;. As in, if they bring a Biker, they&#039;re forced to ride a Blackstar.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shooty, aka &amp;quot;Normal&amp;quot;:&#039;&#039;&#039; Vets with Storm bolters and free chainswords. That&#039;s it. Simple, flexible, &amp;lt;u&amp;gt;your best answer to hordes&amp;lt;/u&amp;gt;, screw flamers. If you&#039;re worried about people shooting back at them, put a terminator in it. Threatened by high AP weapons? Further give two vets Stormshields. Not the terminator - he&#039;ll look dumb waving a hammer when everyone else is actually doing something. Give him an Assault Cannon instead, better than his Storm bolter in the 10&amp;quot;-24&amp;quot; range. Two such squads can fit in a Blackstar or LR Redeemer/Crusader.&lt;br /&gt;
**&#039;&#039;&#039;Tournament Standard:&#039;&#039;&#039; Most tournament lists run 10 or 9 man squads putting Stormbolters and Stormshields on your veterans and sergeant, then run 2-3 Terminators with Stormbolters and a power weapon of choice, usually the Power Maul. Then a vanguard veteran with boltpistol and Stormshield so you can fall back and shoot. Then finally you can add another terminator with the usual loadout or add a biker for the teleportation homer.&lt;br /&gt;
**&#039;&#039;&#039;Long ranged shooty:&#039;&#039;&#039; Vets with Stalker pattern boltguns. We&#039;re talking looong range - 30&amp;quot; is your &#039;&#039;normal&#039;&#039; shooty. We&#039;re talking shooting Borkan Tau back, &#039;&#039;twice and at AP-2&#039;&#039;. Compared to the similar Intercessor team, they shoot twice, but have half the wounds. This relative fragility combined with their range means they&#039;ll attract Heavy Weapons&#039; fire, so keep them in cover. Nice combo with Apothecaries, Vigilance Eternal Warlords and the Dominus Aegis relic. They can hold objectives and still contribute to the fight.&lt;br /&gt;
**&#039;&#039;&#039;Close ranged shooty:&#039;&#039;&#039; Vets with Storm bolters and free chainswords. Yup, still good. A Vanguard Vet is a good idea here. Maybe a Biker too, to hit back. &#039;&#039;Everything is a good idea as long as you can afford it&#039;&#039;. If you close into flamer range (8&amp;quot;) then give them Frag Cannons, NEVER flamers. How did you get there? That&#039;s an actual question - bring a Termie to survive footslogging, cover your precious Frag cannons (optional Meltagun fist) AND get them a &#039;&#039;teleport getaway&#039;&#039;. Still fits in a Blackstar, though that&#039;ll force the Watch Sergeant to carry the Storm shield. Or bring additional Shotgun Vets if you want to advance without giving up shooting, yet still supplement the Frag cannon&#039;s flamer profile. Melta and Combi-meltas are better than Frag Cannons &#039;&#039;only&#039;&#039; within 6&amp;quot;, keep that in mind.&lt;br /&gt;
**&#039;&#039;&#039;Melee:&#039;&#039;&#039; Same as above but with more power weapons. Can either keep a gun for closing in and falling back (Frag Cannon/Shotgun/&#039;&#039;Storm Bolter&#039;&#039;), or ditch them all for paired Lightning Claws/Heavy Thunder Hammers/Power Weapon + Storm Shield. Funnily, &#039;&#039;Vanguard Vets are a bad choice if the squad lacks guns&#039;&#039;. Greatly benefits from a Biker and a Blackshield.&lt;br /&gt;
***&#039;&#039;&#039;Melee offshoot:&#039;&#039;&#039; You can split a squad of 10 into two squads of 5. Three Bikers + two Vanguard Vets is a nice way to keep the best from both worlds: They benefit from T5 and retain good mobility and Defenders of Humanity. Furthermore, they can have two SS/TH and use their Twin Boltguns after falling back, before charging once more, due to the Vanguard Vets. &amp;lt;u&amp;gt;Not even the actual Biker squad has that&amp;lt;/u&amp;gt;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Intercessor Squad:&#039;&#039;&#039; Intercessor Squads can be taken similarly to their vanilla cousins, but where they really shine is their role as the base for the mixed Primaris units called Fortis Kill-Teams. Where normal Space Marine armies can sometimes struggle to find a use for Intercessors, the Deathwatch actually appreciates them a bit more, namely as backfield cover-campers and cheap-ish wounds. Your normal Kill Teams, being as loaded with great gear as they tend to be, are damn expensive, while a unit of Intercessors is both tougher per model and unlikely to run you much more than their base cost even as they benefit from Special Issue Ammunition to take on threats their vanilla counterparts would normally struggle against. Take 5, then add other flavors of Primaris Marines to match the role you have in mind for them:&lt;br /&gt;
**&#039;&#039;&#039;Inceptor&#039;&#039;&#039;: Allows the unit to shoot after falling back. It doesn&#039;t actually grant the {{W40Kkeyword|FLY}} keyword to any of them other than the Inceptor itself, so they don&#039;t need to worry about greater vulnerability to anti-air weapons. &lt;br /&gt;
**&#039;&#039;&#039;Reiver&#039;&#039;&#039;: Adds the Reivers&#039; &#039;&#039;Terror Troops&#039;&#039; rule to the unit. Thanks to their shock grenade, they&#039;re good for supplementing a squad with Auto Bolt Rifles and a sarge with a power sword, or Aggressors which plan to get into melee. They can take a grapnel launcher which allows the unit be used to outflank ( no...the whole unit has to be outfitted with grapnel launchers).&lt;br /&gt;
**&#039;&#039;&#039;Aggressor&#039;&#039;&#039;: Adds the Aggressors&#039; &#039;&#039;Relentless Advance&#039;&#039; rule to the squad, with the added effect of also allowing the squad to move and fire heavy weapons with no penalties. Although the Aggressor can&#039;t benefit from the latter part due to its lack of heavy weapons, it&#039;s ideal combining with Intercessors and Hellblasters that are using either of their non-Rapid Fire options. Inceptors will appreciate not taking that -1 to hit when they Advance as well, especially the ones with Plasma Exterminators.  &lt;br /&gt;
**&#039;&#039;&#039;Hellblaster&#039;&#039;&#039;: Does not add any extra rules of its own. It does, however, add a lot of extra firepower, and the Hellblaster definitely benefits from being in a unit full of models far more expendable than itself.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Sample Unit Builds:&#039;&#039;&#039; As there aren&#039;t quite as many potential combinations to work with for these guys as there are for their shorter cousins, here are some example Primaris kill-team loadouts to consider using:&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
***6 Intercessors with Auto Bolt Rifles (one of which is a Sergeant with Chainsword), 2 Reivers, and 2 Aggressors with Boltstorm Gauntlets. This results in a unit that will shit out 12-16 Special Ammo shots and 19-38 Bolter shots each turn from 18&amp;quot; away, can Advance and shoot with no penalty, and has Terror Tactics, Shock Grenades and 4 Fist and 18-20 Standard attacks; so they can inflict heavy damage in melee as well. And it only costs 238-246 points. It also counts as 12 models when transported, which would be a perfect size for the Corvus Blackstar...[[Rage|if it could actually transport the damned chads.]] Finally, you can combat squad without losing special rules on either unit.&lt;br /&gt;
***5 Intercessors with Stalker Bolt Rifles, 4 Hellblasters with Heavy Plasma Incinerators, and 1 Aggressor. This combo is a designated objective camper: the Intercessors act as ablative wounds for the squad and can also pick off light to medium infantry with Hellfire rounds, the Hellblasters take on vehicles and TEQs (possibly with the help of the Intercessors if they use Vengeance rounds for AP-3), and the Aggressor allows them all to move and shoot without penalties while providing a buffer against infantry that get too close.&lt;br /&gt;
***9 Intercessors with Stalker Bolt Rifles and 1 Aggressor. The idea behind this combo is simple – use the Target Sighted Stratagem to pick out a Character or two with Special Issue Ammunition and Damage 2 weaponry. With the Aggressor there to negate the -1 penalty to hit should you need to move to line up the perfect shot, you can take down nearly any Character in the game! (tactic from Las Vegas Open judge and recent Grand Tournament winner Mitch Pelham)&lt;br /&gt;
***5 Intercessors with auto bolt rifles, 2 Aggressors, and 3 Inceptors with plasma exterminators. This layout is points intensive, but remarkably durable. The entire unit counts as being Toughness 5 due to their Aggressors and Inceptors and the ablative wounds of the Intercessors help keep your Inceptors alive.  Further,   the Aggressors let all the assault weapons in the unit fire without penalty when advancing, which means that the Inceptors won&#039;t kill themselves if they roll a 2 following an advance.&lt;br /&gt;
***5 Intercessors with Auto Bolt Rifles, 1 inceptor, 4 Aggressors with Auto Boltstorm Gauntlets and Frag-storm Grenade Launchers. This combo is designed as an alpha/beta strike unit designed to shred hordes. Combine with the Teleportarium stratagem to negate the short range of the Aggressors&#039; guns. The Intercessors provide additional fire support and ablative wounds, but can also split fire using their Special Issue Ammunition if needed. As with above, the entire unit will have toughness 5 and the addition of the Inceptor will let them fallback and keep firing if your opponent tries to assault the unit.&lt;br /&gt;
**Note that there is no real reason &#039;&#039;not&#039;&#039; to take the Chainsword on the Sarge, unless you want a Power Sword, as the Chainsword is free.&lt;br /&gt;
**Unless you&#039;re deep striking with stratagems or outflanking with a Reiver, these guys are your backfield campers. Their only transport doesn&#039;t let them do a max squad size with 2 Termies or Jump Packers like the standard vets, so instead deploy them normally and camp home objectives (with double firing Aggressors) or waddle up the field ignoring penalties to advance.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;[[Rhino]]:&#039;&#039;&#039; Carries 10 power-armored models (no Bikers, Terminators, Vanguard Vets, or Primaris). 10 Wounds and a 3+ make the old METAL BOXES harder to crack open than ever before, and it comes with a mean new trick- at the start of the turn, you roll a d6, and on a 6+ the Rhino restores a lost wound. It might not seem like much, but it can make the difference between moving 12&amp;quot; and 6&amp;quot; if it moves you back a step on the damage table. Also now having 2 storm bolters means that you can output a lot of Dakka (8 shots at 12 inches), and Kill off some infantry then tie up vehicles in combat. A breakthrough star of 8th. Never forget that models can disembark and charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Razorback]]:&#039;&#039;&#039; Hauling 6 power-armored veterans across the board (no Bikers, Terminators, Vanguard Vets, or Primaris), being generally quite durable, and offering a decent variety of mounted guns, the Razorback is a nice transport choice in this edition. The default Twin Heavy Bolters can be swapped for Twin Lascannons or Twin Assault Cannons. The most optimal setup, for now, is twin Assault Cannons, move forward aggressively and hose the opponent with 12 Assault Cannon shots. Never forget that models can disembark and charge.&lt;br /&gt;
*&#039;&#039;&#039;[[Drop Pod]]:&#039;&#039;&#039; Grants a power-armored unit Deep Strike (no Bikers, Terminators, Vanguard Vets, or Primaris). and arrives at the turn you chose. However, at roughly triple the cost from previous editions, fielding even a few of these pods can dig into your budget for proper fighting units. &lt;br /&gt;
**Using 1cp is probably better than this (using the [[Warhammer 40,000/Tactics/Deathwatch(8E)#Deathwatch Specific|Teleportarium]] stratagem) pass unless playing a narrative list. &lt;br /&gt;
***The Drop Pod is the only way to deep strike multiple units for a single resource. An 8 man Kill Team with Watch Master and Librarian would cost you 3 CP to drop via the Teleportarium, or you can spend 13 points more than a Rhino to get them in the center of the board and shooting at rapid fire range without running the risk of getting obliterated in the turn 1 volley. You&#039;re better off spending your CP to get your Primaris guys and Dreadnoughts stuck in and using Drop Pods on whoever can take them if you plan on Deep Striking basic Veterans at all.&lt;br /&gt;
***Even more reason to use it now is that they can deep strike first turn, getting those storm bolters rapid firing immediately while everyone else waddles up the board unharassed.&lt;br /&gt;
**This is even more true with the Beta rules regarding reserves meaning that only half of your PL can get in reserves.&lt;br /&gt;
*&#039;&#039;&#039;[[Repulsor Tank|Repulsor]]:&#039;&#039;&#039; Holds 10  Primaris Marines (models with Gravis armor count as 2) and carries a fair number of anti-tank or anti-horde weapons to protect its passengers. While it can be built to be a veritable battle tank in its own right, it is a heavy point sink and requires support to get the most out of its statline. As most of its anti-tank damage comes from having the potential to equip the equivalent of four lascannons, it might be best to aim for a mixed build to capitalize on its potential to melt hordes and severely damage vehicles. However, its costs can rack up quickly, so unless you plan to field a lot of Primaris Marines you&#039;re probably better off taking a Land Raider variant. It also has the FLY keyword with all of it&#039;s dis-/advantages. Take it with a squad of 8 Reivers, a Primaris Chaplain, and Apothecary for a rather mean, if expensive assault/harassing Unit. Just hope it survives the onslaught of AT weapons long enough to get them in position. &lt;br /&gt;
** If you&#039;re just looking for lots of lascannons or horde-clearing weaponry, there are probably cheaper - if somewhat slower - means of getting them on the table, like a [[Redemptor Dreadnought]]. Anti-armor setups, in particular, have the issue that the las-talon has only half the range of the twin lascannons, which means it&#039;ll only be able to unleash half its anti-armor firepower at its farthest range. For that matter, most of its other weapons struggle with an equally short range compared to most vehicle-mounted weapons, so it will likely need support when dealing with long-ranged attackers. &lt;br /&gt;
**Defensively, it&#039;s nearly identical to a Land Raider; although its armor is only a 3+, it has the same number of wounds as an LR and does a good job at discouraging charges with its Repulsor Field rule (-2 from any charge rolls). The optional Auto Launchers supplement this with an extra -1 to hit on opponent shooting rolls if the Repulsor doesn&#039;t shoot. &lt;br /&gt;
**its tank-like qualities don&#039;t complement the Primaris only transport, as your opponent will be more tempted to take out a tank that also has duds inside. &lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Lucius Pattern Dreadnought Drop Pod:&#039;&#039;&#039; For delivering a dreadnought right where you need it most (as long as it&#039;s at least 9&amp;quot; away from enemy models). Good for delivering dreads right into multi-melta range or putting melee dreadnoughts into a good position for a charge. Can also deliver Leviathan and Deredeo Dreadnoughts. &lt;br /&gt;
**Just like the normal drop pod Using 1cp is probably better than this (The [[Warhammer 40,000/Tactics/Deathwatch(8E)#Deathwatch Specific|Teleportarium]] stratagem) pass unless playing a narrative list. &lt;br /&gt;
**This is even more true with the Beta rules regarding reserves meaning that only half of your PL can get in reserves.&lt;br /&gt;
*&#039;&#039;&#039;Infernum Pattern Razorback:&#039;&#039;&#039; A Razorback with a Multi-Melta. Might be tricky to get it into melta range in one piece, but on the other hand, it&#039;s a Dedicated Transport with a Multi-Melta.&lt;br /&gt;
&lt;br /&gt;
===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Primaris Apothecary:&#039;&#039;&#039; This is (currently) the only source of healing in the entire army and he is stuck with a Reductor Pistol (3&amp;quot; S4 AP-3 D2) and an Absolver Pistol, the same weapon as the Primaris Chaplain gets. He heals D3 wounds for a wounded unit, and on a 4+, he can revive a friendly Biker or Infantry unit. He&#039;s got 5 wounds and 3 Attacks with the default CCW (S:User, AP:0, D:1). Protect this guy if you want some good healing, same as you would a normal Apothecary.&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Terminators:&#039;&#039;&#039; Sitting at 23 points per model, like Assault terminators, yet they are equipped like a standard. However, they have equipment options like both, making the squad very adaptable. Starts at 5 models, but up to three models can take an option from the Heavy Weapon list, including the assault cannon, heavy flamer, or cyclone missile launcher and storm bolter, the last of which is especially attractive as it lets you keep your Storm bolter with SIA. Also of particular note is the power fist &amp;amp; meltagun combo, which leaves room for a heavy weapon while also giving you yet another gun to split fire with. They can also rock TH&amp;amp;SS, which is something to consider, even in mixed units, as a damage sponge.&lt;br /&gt;
** Special issue ammo makes normal termies decent all-&#039;rounders.&lt;br /&gt;
** Also note you can tinker around with normal power weapons to save on points or focus on hordes.&lt;br /&gt;
** Deathwatch Terminators can become one of the most versatile units, even by Deathwatch standards. A 5 man squad can be, for example, 1 TH/SS, 1 Assault Cannon, 1 Heavy Flamer, 1 Storm Bolter and Cyclone Missile Launcher, 1 Sergeant with Storm Bolter and close combat weapon of choice. And if you have the points left, all of the last 4 guys can take an additional Melta on their Power Fists. This gives them many different weapons and options for their Storm Bolters due to SIA, and they are no slouches in close combat. They simply do everything.&lt;br /&gt;
** Stick to the basics, much like veterans. Take storm bolters and power swords for a cheaper unit that can hurt hordes at both range and melee, fists if you plan to fight multi-wound units. &lt;br /&gt;
** &amp;lt;s&amp;gt;One of the biggest gainers to the potential Beta Bolter rules. They can move and fire at full range with maximum shots which combined with SIA makes them a decent threat at far range. They can now Deep Strike and pump people full of Vengeance Rounds!&amp;lt;/s&amp;gt; No more after the 2019 Big FAQ &lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Vanguard Veterans:&#039;&#039;&#039; Vanguard vets, but with new toys, including the always hilarious and pricy heavy thunder hammer. These guys can be very dangerous. Additions like the inferno pistol make them all the more deadly. Remember that their stock bolt pistols get special issue ammo, making them a better free option than their vanilla counterparts.&lt;br /&gt;
*&#039;&#039;&#039;Reiver Squad&#039;&#039;&#039; Aside from the lack of Jump Packs and options, Reivers make a great alternative to Vanguard Veterans, being pretty much chainsword-armed Vets with an additional wound, for not that much higher a cost. One or two small squads dropping down with Grav Chutes can tie up enemy units with some reliability and provide some not-too-bad melee against lightly armored enemy units.&lt;br /&gt;
** Reivers profit greatly from the SIA in their Heavy Bolt Pistols because they can get AP-3 with them and can, of course, fire them in close combat.&lt;br /&gt;
*&#039;&#039;&#039;Dreadnought:&#039;&#039;&#039; The Dreadnought is one of the best non HQ units, but the Deathwatch variant has some strange restrictions. It can only choose from a Twin Lascannon, Assault Cannon, or a heavy plasma cannon (Errata updated). For 177 you could have a Dreadnought with twin lascannons and the CCW w/Heavy Flamer. It comes stock with a Dreadnought CCW, with either a heavy flamer or storm bolter built into it. You can switch the CCW for a Missile Launcher. The unit is buffed by HQs and provides the same security any other bubble wrap could. If this bad boy doesn&#039;t float your boat, look to the Siege and Mortis Dreadnoughts - newly available to the Deathwatch. &lt;br /&gt;
*&#039;&#039;&#039;Venerable Dreadnought:&#039;&#039;&#039; Shares the restrictions with its younger version. A Venerable Dreadnought has a slightly better WS and BS vs a regular Dreadnought, as well as the ability to negate received wounds on a 6+. Notably, the 2+ BS lets you move and still shoot heavy weapons with a better than 50/50 chance to hit. You cost 28.6% more and are about 25% more accurate and 20% more durable than a normal dread, the utility will depend on whether you&#039;re intending to buff it with an HQ.&lt;br /&gt;
*&#039;&#039;&#039;Redemptor Dreadnought:&#039;&#039;&#039; The vanilla dread&#039;s Jock roommate. With nearly twice the wounds of a vanilla dreadnought (and degrading stats to accompany the increased durability), the Redemptor dreadnought is a solid heavy weapons platform, capable of holding the anti-horde Onslaught Gatling Cannon or the armor-melting Macro Plasma Incinerator, &#039;&#039;and&#039;&#039; the anti-air Icarus Rocket Pod as well as a pair of storm bolters or fragstorm grenade launchers. However, it is a heavy points investment, and much of its anti-armor potential might be better handled by specialized units like Hellblastors. Instead, anti-horde fire support appears to be its most effective niche, potentially able to put out a withering volley of mid-strength shooting that will take a significant chunk out of GEQ or weaker units and then follow up with a smack from its CCW, which is d6 damage compared to the normal Dreadnought CCW&#039;s D3. But even if it takes the Macro plasma Incinerator, the CCW can still swap its heavy flamer for an Onslaught Gatling Cannon to retain effectiveness against hordes. &lt;br /&gt;
*&#039;&#039;&#039;Aggressor Squad:&#039;&#039;&#039; The better-looking lovechild of a Terminator and a Centurion. Cant use SIA, but that would be awfully broken. They come stock with auto boltstorm gauntlets (so assault instead of pistol) and a frag grenade launcher or you can trade all that in for Firebat pattern flamestorm gauntlets, which is a pair of flamers. Either you&#039;re going for 18 inches of 6+D6 (average: 9.5 shots, 6.33 of which hit) S4 or 8 inches of 2D6 (average: 7) auto-hitting S4, and either way it allows them to put out a lot of short-ranged firepowers, with power fists in melee. They&#039;ve got Gravis armor, which makes them T5, move 5&amp;quot;, and take up two slots in a Repulsor. Then there are the special rules: Fire Storm, which lets you shoot twice if you don&#039;t move (including in Overwatch, which is just plain scary when combined with the flamestorm gauntlets), and Relentless Advance, which lets you advance and fire assault weapons without penalty. This makes them surprisingly fast since all their guns are assault. Run and gun for the Emperor!&lt;br /&gt;
** let us face it, the Xenos monstrosity will eventually bear down on your position. Might as well have them show up right in front of 6 flamers firing twice!! With perhaps some hammernators and the largest dreadnought you own. Flame aggressors backed by an apothecary make for an astounding front line, followed up by your slightly more vulnerable but far more killy squads. &lt;br /&gt;
** Alternate take: never go flamers in a standalone squad. On average the bolt + frag loadout will get less than one S4 hit, at more than double the range, and that&#039;s before you start factoring in all the ways you can boost your shooting. Flamers should only be considered for an Aggressor being attached to Intercessors to serve as a charge deterrent.&lt;br /&gt;
** Auto Boltstorm Gauntlet Math (aka why you should take ABGs 90% of the time): A squad of 6 puts out 36 + 6d6 shots (72 + 12d6 if they don&#039;t move) for an average total of 57 (or 114) vs a Flamer squad&#039;s 42 (or 84).  Assuming rerolling to hit (which is easy to do because you always take a watch master), here are the results against various toughness (single fire.  Just double the numbers if you get to fire twice): T3 = 33 wounds. T4 = 25 wounds. T5-7 = 17 wounds. T8+ = 8 wounds.  Flamestorm Gauntlets produce: T3 = 28 wounds. T4 = 21 wounds. T5-7 = 14 wounds. T8+ = 7 wounds.  And then remember that you get to fire twice as far with the AGBs vs the Flamerstorms.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
&lt;br /&gt;
Thanks to the latest FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes, Deathwatch can now field a crazy variety of tanks and dreadnoughts which were formerly unavailable to them. They ARE one of the best-equipped Space Marine chapters after all...&lt;br /&gt;
&lt;br /&gt;
Seriously, this is where you will find some delectable and sorely needed heavy firepower as well as armor.  &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Contemptor Dreadnoughts (Forge World):&#039;&#039;&#039;For just a modest points increase over a standard Dreadnought, the Contemptor packs 3 extra inches of movement, 2 extra wounds, +1 strength, the same WS/BS as the Venerable Dreadnought and a 2+/5++. His Contemptor CCW is also guaranteed 3 wounds instead of D3, which makes him considerably more capable of ruining the afternoon of a whole host of multi-wound models. All of this, unfortunately, comes with a small consequence. Unlike his boxier brethren, the Contemptor has a Damage Table, with his WS, BS, and Attacks falling with damage. Generally speaking, the Contemptor is a goddamn steal for what he costs now. The extra-fast movement speed means he can get into any position he needs to be in very short order, and reach melee combat with almost complete certainty. Similiar to Venerable Dreadnoughts, he can ignore wounds with a bonus 6+ save. This dangerous combination of potent stats and strong weapons means he can fulfill a wide variety of battlefield roles, and the dizzying array of wargear he can choose from only makes him even more adaptable. He starts with 2 Dreadnought combat weapons with inbuilt Storm Bolters. His Unstoppable Fury rule while allows him to re-roll 1s to-hit if he&#039;s armed with two melee weapons. One or both can be swapped for the following in any combination: &lt;br /&gt;
**&#039;&#039;&#039;Kheres Assault Cannon&#039;&#039;&#039;: A big-ass Assault Cannon and your go-to anti-infantry loadout. A classic, this sucker is a nasty Heavy 6 S7 AP-1 D1. &lt;br /&gt;
**&#039;&#039;&#039;Chainfists&#039;&#039;&#039;: Contemptor Chainfists gain -1 AP and +1 damage over a normal DCCW. Overall a solid upgrade that lets them do terrible damage to both vehicles and monsters. It&#039;s a must-take for all purposes. Better yet, give it 2! So much for Blood Angels getting a monopoly on double-fisting Dreads, huh?&lt;br /&gt;
** Don&#039;t actually take 2. Taking 2 chainfists doesn&#039;t offer any benefit over taking one chainfist and one regular CCW, it just costs more.&lt;br /&gt;
**&#039;&#039;&#039;C-Beam Cannon&#039;&#039;&#039;: The new Heavy Conversion Beamer is a single shot weapon that starts at S6 AP-3 that does D3 damage. It also gains +2 points of strength and +D3 damage after each 24&amp;quot; bracket of distance, totaling [[Awesome|S10 AP-3 3d3 Damage]] at anything over 48&amp;quot; range. If &#039;&#039;a model is removed from play as a result of wounds caused&#039;&#039; then it automatically trigger 2d6 extra auto-hits on the target unit at S6 AP0 D1. The Contemptor MUST remain stationary for the entire turn in order to use it. It cannot be stressed enough that this thing really &#039;&#039;&#039;&amp;lt;u&amp;gt;NEEDS&amp;lt;/u&amp;gt;&#039;&#039;&#039; the range, though firing it at infantry squads has a good chance of killing a random mook and triggering an average of seven further S6 hits, which is still better than a twin heavy bolter. At the full range, the initial hit will likely knock the crap out of any target, wounding it on a 2+ or 3+ depending on its toughness and generally reducing its save to 5+ or worse but those additional hits will likely be wasted.&lt;br /&gt;
**&#039;&#039;&#039;Twin Heavy Bolters&#039;&#039;&#039;: Don&#039;t bother. The Kheres does everything it can, but better. &lt;br /&gt;
*** Alternate take: S5 and S7 wound T4 models on the same roll, a pair of twin heavy bolters is 16 points cheaper with 50% longer range than a Kheres, for the same number of shots. Against footslogging light infantry, the HB is an attractive option. True... but light infantry are not what this model is going after&lt;br /&gt;
**&#039;&#039;&#039;Twin Autocannon&#039;&#039;&#039;: Identical to the one on the normal Dread. Not bad, but you didn&#039;t take one of these to &amp;lt;s&amp;gt;field something other Dreads could take&amp;lt;/s&amp;gt;. Seeing as normal dreads (outside of the Mortis) can&#039;t take autocannons in the Deathwatch, this is one of your few options for including twin autocannon firepower.&lt;br /&gt;
**&#039;&#039;&#039;Twin Lascannon&#039;&#039;&#039;: Pop vehicles open without having to get into melta range. Probably better on the Contemptor Mortis, though.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Plasma Cannon&#039;&#039;&#039;: Might be a little better against multi-wound units, and unlike the Contemptor Mortis you can always try to negate the mortal wound you get if you roll a 1. &lt;br /&gt;
**&#039;&#039;&#039;Fist Weapon Options&#039;&#039;&#039;: If you crave even more dakka, the inbuilt Storm Bolters can swapped for Heavy Flamers, Plasma Blasters, or Graviton Blasters. Plasma Blasters are Assault 2 plasma guns, and the graviton blaster is just a grav-gun with a different name. Consider a double fist loadout with Plasma Blasters for a melee dread with surprisingly good shooting!&lt;br /&gt;
*&#039;&#039;&#039;Relic Deredeo Dreadnought:&#039;&#039;&#039; The end-all solution to your dakka-Dread needs, for when even the Contemptor Mortis won&#039;t cut it. Its armor save is slightly worse than the Contemptor&#039;s at only a 3+, but to compensate it has 2 more wounds and its invulnerable save rises to 4+ in the Fight phase on top of the built-in smoke launchers. For guns, you have the Anvilus Autocannons (8 36&amp;quot; autocannon shots with +1 S) for mulching infantry, the Hellfire Plasma Carronade (5 overcharged plasma gun shots which deal 3 damage each but cause mortal wounds on a 1) as the generalist option, and the Arachnus Lascannon Battery (2 S10 AP-4 D6 Damage shots that deal an extra mortal wound on 6s) for taking out vehicles, and also chest-mounted heavy bolters/heavy flamers. Don&#039;t bother upgrading to heavy flamers. While auto-hits are good, the Deredeo should be as far away as possible. It should be shooting things not tied up in melee. It can supplement the main weapon with either an Aiolos Missile Launcher for extra fire support or an Atomantic Pavaise to give everyone within 6&amp;quot; of itself a 5+ invulnerable save. The latter works great with long-ranged units that can help support the Deredeo&#039;s firepower.&lt;br /&gt;
**8th edition is kind of a mixed bag for the Deredeo. While 8 shots at BS2+/3+ on the move with the Anvillus sure are great the 12&amp;quot; range reduction is very painful, especially for the plasma corronade. 24&amp;quot; max means it will be in the range of most weapons in addition to the risk of losing wounds which is very probable at 5 shots per turn. So it is advised to have a reroll/repair character nearby should you go for the plasma option.&lt;br /&gt;
*&#039;&#039;&#039;Deimos Pattern Relic Predator&#039;&#039;&#039;: We can&#039;t use regular Predators but we can take the retro one with better guns! Take a Predator, give it an extra wound, and slap a Plasma Destroyer on it as its turret weapon, and you have one of these tanks. The Plasma Destroyer itself can&#039;t be overcharged, but with the same number of shots as the basic Predator Autocannon and 2 Damage, it doesn&#039;t really need to be. While it can swap out the plasma destroyer for the standard Predator guns, that&#039;s a waste of its options (although Deathwatch can&#039;t take normal Predators, so is the only way to get standard Predator guns). Instead, you should use its unique options: the Conversion Beam cannon to make it a hard-hitting artillery unit, the Magna-Melta for close-range anti-vehicle firepower, and the Infernus cannon for a double dose of heavy flamer goodness.&lt;br /&gt;
*&#039;&#039;&#039;Relic Javelin Attack Speeder:&#039;&#039;&#039; The poor Deodorant Tanks got a huge nerf in 8th edition. For the most part these fulfill the same role as before, that of a Heavy Land Speeder. [[lolwut|But they lost the twin-linked rule on their Missile Launchers&#039;&#039;&#039;(WTF)&#039;&#039;&#039;]]. They even lost their trademark Outflank ability. Overall this took what was already a mediocre relic slot item at best, into a shitty tool that&#039;s worse off than a generic land speeder. &lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Battle Tank:&#039;&#039;&#039; The Sicaran has transitioned smoothly into 8th ed, retaining its status a high-speed menace. With a big 14&amp;quot; Move, T7, 14 wounds, and 3+ Save it falls in between a Predator and a Land Raider in terms of size and durability. It&#039;s armed with a nasty Twin accelerator autocannon which has a couple neat tricks. It fires at 48&amp;quot; Assault 8 S7 AP-1 D2, suffers no penalties to its hit rolls when attacking flyers, and a to-wound roll of 6 increases the AP of that hit to -3. It&#039;s also armed with a single Heavy Bolter and can grab 2 sponson-mounted Heavy Bolters or 2 sponson-mounted Lascannons, a hunter-killer missile, and a pintle-mounted Storm Bolter if you crave more dakka. The Sicaran is a useful anti-air unit in a pinch while and is well known for its ability to counter skimmers. Make good use of the Assault rule on its main gun by zipping around and firing while advancing. &lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Venator Tank Destroyer:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; even if a tank survives the Neutron Pulse Cannon&#039;s S12 AP-4 D6 damage hits (all 3 of them), it&#039;ll have all its shooting rolls reduced by 1 for the turn, which can make life very difficult for vehicles like Executioners or Tau vehicles with Ion Cannons. Additionally, it doesn&#039;t get penalties for moving and firing its heavy weapons.&lt;br /&gt;
*&#039;&#039;&#039;Relic Sicaran Punisher Assault Tank:&#039;&#039;&#039; A new flavor of Sicaran, its draw is the Punisher Rotary Cannon- 18 Heavy Bolter shots guaranteed to make any hordes within 36&amp;quot; hate life. And if you don&#039;t move that turn, it re-rolls all to-hit rolls of 1. Enjoy making Orks and Tyranids cry.&lt;br /&gt;
*&#039;&#039;&#039;Relic Whirlwind Scorpius:&#039;&#039;&#039; A Whirlwind variant, as with the Predator and Land Speeder Deathwatch have access to the relic version but not the normal. Scorpius is set apart from the basic Whirlwind by its Scorpius Launcher- while it has only half the range of either of the Whirlwind&#039;s rocket types, 3d3 S6 AP-2 2 D shots is still plenty to threaten hordes and light vehicles alike. And as an added bonus, it can fire twice in a shooting phase if the Scorpius hasn&#039;t moved in the movement phase.&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
*&#039;&#039;&#039;Corvus Blackstar:&#039;&#039;&#039; With a cost reduction and some new rules, the Blackstar is a solid choice for getting your marines around in style. A hover-jet stealth bomber, it&#039;s quick with a massive 45&amp;quot; move, has some good weapons, and can carry 12 models of various types, with terminators and jump pack models counting for 2 and bikers 3. Watch as it comes out of fucking nowhere and drops a melee kill team into your opponent&#039;s backfield, unleashes a blistering firestorm on another unit, AND bombs some bitches it flew over for good measure. It is armed with Twin Assault Cannons which cause havoc for blobs, while it&#039;s 2 Stormstrike missile launchers are a serious threat to vehicles with 72&amp;quot; Heavy 1 S8 AP-3 D3. The cannons can be swapped for Twin Lascannons and the missiles for Blackstar Rocket Launchers. The rockets are decent at taking out flyers, but that&#039;s about it. The Blackstar can also take a Hurricane Bolter (a Rapid Fire 6 Boltgun)which is cheap as chips and shits dice, an Auspex Array (which lets you re-roll 1s against non-flyers) and the Infernum Halo-launcher; ‘If an enemy unit that can Fly targets a supersonic model with an infernum halo-launcher in the Shooting phase, your opponent must subtract 1 from the subsequent hit rolls.’ The Blackstar also rocks a delightful Blackstar Cluster launcher, which lets you bomb a unit you flew over. For every model in the unit (up to 10), roll a die and, on a 6, that unit takes a mortal wound. It&#039;s very useful as a transport and as a support unit to cover your guys on the ground.&lt;br /&gt;
**Compared to the Storm Raven, the Blackstar does have its drawbacks as, unlike the Storm Raven, the Blackstar does not have Power of the Machine Spirit, meaning that all of its Heavy Weapons suffer a -1 to-hit penalty when it&#039;s on the move. Additionally, the Blackstar cannot transport Dreadnoughts.&lt;br /&gt;
**Make note that this model &#039;&#039;&#039;cannot&#039;&#039;&#039; transport &#039;&#039;&#039;PRIMARIS&#039;&#039;&#039; models. [[fail|Because bikers and terminators fit but]] [[GW| the new marines don&#039;t]] &lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes has granted us additional airborne supremacy options:&lt;br /&gt;
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*&#039;&#039;&#039;Fire Raptor Assault Gunship:&#039;&#039;&#039; A heavy fire support craft, the unholy flying death machine got even better this edition. With T7, 16 wounds and 3+ SV, it&#039;s almost as tough as a Land Raider. The Avenger Bolt Cannon packs 10 shots at S6 AP-2 2D, enough to drop a whole Primaris squad if you&#039;re lucky. In addition, each Quad Bolter packs 12 heavy bolter shots. Hellstrike missiles are no longer one use only and you can, in fact, fire 4 missiles at S8 AP-3 3D a turn now. It can take 2 Twin Lascannons instead of the missiles for +1S and the chance to deal more than 3 points of damage per shot. It can also move and shoot heavy weapons without penalty. You can also swap the Quad Heavy Bolters for Autocannons as well. The firepower of this thing cannot be understated - it shits dice and will wipe squads off the board. Its expensive at nearly 450 points, but will make that back in 3 turns or less.&lt;br /&gt;
*&#039;&#039;&#039;Storm Eagle:&#039;&#039;&#039; The big brother of the Storm Raven that vanilla marines know and love, this elongated flying brick of a hover jet boasts a transport capacity of 20 and some increased firepower along with some additional wounds. It can transport jump infantry and terminators, but not bikes or primaris marines. &lt;br /&gt;
*&#039;&#039;&#039;Caestus Assault Ram:&#039;&#039;&#039; A crazy hover-flyer designed to ram starships/buildings and disgorge Space Marines into the breach, the Caestus Assault Ram is armed with a slew of powerful weapons and abilities. The Caestus is quite survivable with T7, 14 wounds, and a 2+ save. It&#039;s armed with a Caestus Ram - a melee weapon that hits at S User(8) AP-3, DD6, and increases to a 2+ to hit (from its usual 5+) in melee against buildings when it charges. It&#039;s Airborne Ram ability restricts it to declaring charges against and being charged and attacked in melee by units with FLY, but only while it&#039;s in Supersonic mode. It is also armed with 2 Firefury Missile Batteries, each Heavy 4 S6 AP-1 1D. It is further armed with a Twin Magna-Melta - Heavy 2D3 S10 AP-4 D6D (with the Melta rule), meaning this thing can lay the hurt on medium enemy infantry and enemy armor alike. With its 50&amp;quot; movement (70&amp;quot; if you advance) and PotMS, it can reach out and touch people on turn one. For 340 points (for the hull and the Melta; missile batteries are free) it&#039;s pricey, but given Hard to Hit, its toughness, its wounds, and a 2+ save, it will deliver its cargo. It&#039;s unique troop bays can carry 10 infantry models in terminator armor or power armor (with terminators taking up a single space instead of the usual 2).&lt;br /&gt;
*&#039;&#039;&#039;Xiphon Interceptor:&#039;&#039;&#039; A high-speed interceptor, the Xiphon is a heavily armed air flyer new to the Deathwatch. It sports a respectable BS3+, T7, 11 wounds and a 3+ save. It&#039;s armed with two Twin Lascannons (like a Land Raider) as well as a Xiphon Missile Battery - Heavy 3 S6 AP-2 D3. It also adds 1 to all hit rolls when targeting units with the &amp;quot;FLY&amp;quot; keyword thus negating the effects of &amp;quot;Hard to Hit&amp;quot; and since a lot of units with &amp;quot;FLY&amp;quot; don&#039;t have the &amp;quot;Hard to Hit&amp;quot; bonus it will hit them on a 2+. With a huge 50&amp;quot; move and 4 lascannon and 3 missile shots, it&#039;ll put some major hurt on flyers and ground targets alike.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Deathwatch Bikers:&#039;&#039;&#039; While they sadly lose the special weapons access their vanilla counterparts have, they are a different beast entirely. Their twin boltguns have full access to Special Issue Ammunition, which adds some needed diversity to their ranged weapons. Where they shine, however, is close quarters. Each can take a power weapon and gains an extra attack over their vanilla counterparts. Relentless assault means that they can charge even if they fell back, meaning they can choose to engage on their terms with the target they choose. Also, remember they get a free teleport homer. This is a diverse trick that can let terminators deep strike near it rather than moving. Of note is that this does not count as actually having moved, which can help with heavy weapons. Toss this in with a fast unit, and Deathwatch Bikers bring a very strong game.&lt;br /&gt;
*&#039;&#039;&#039;Inceptor Squad:&#039;&#039;&#039; The deadly offspring of a Devastator Squad and a Seraphim Squad that can be taken in squads of 3-6. The mortal wound caused by their pseudo-HoW might look good on paper (on a 6+ does it though?), but when you only have a few models in the unit and no melee weapons melee may not be the most efficient use of them. Instead, take a page from the Seraphim&#039;s book and use your improved maneuverability to fire off strafing runs, courtesy of your Assault Bolters - effectively Assault 3 Heavy Bolters. They can also take 18&amp;quot; assault plasma cannons to wipe out MEQs/TEQS and put more hurt on vehicles now because that shit was easy to make into two hand-held guns apparently. Like Vanguard Veterans, Inceptors have the FLY keyword, with all the strengths and weaknesses that entails. (On the other hand, that does mean you can be a very good distraction if you force an enemy flyer into melee...) &lt;br /&gt;
**Conversely, assaulting with this unit can be a strategic choice. Charging a unit that is weak in melee will allow the Inceptors to avoid getting shot or tie up the enemy unit for the next turn. Since the Inceptors have the FLY keyword, they can disengage next turn with no penalty and resume shooting. This is a tactical decision and will vary greatly depending on the enemy army.&lt;br /&gt;
**A note on their melee capability: because their squad size is so small, the fact that their sergeant does not pay additional points for his +1A has a great opportunity to shine.  More importantly, mortal wounds can be used to bypass otherwise durable targets.  Nine min-sized Assault Squads with Jump Packs cost as much as five Inceptor Squads; the number of attacks in each is 99 and 35 + 2.5 mortal wounds (when charging), respectively.  Doing the math for you, that means the Inceptors deal more damage per point on the charge against any target which is either T8+ and Sv 2 or Sv 3 (such as a Land Raider), or T5+ and Sv 2.  Neither unit will do well in those situations, so you should avoid it, but it&#039;s worth noting.  Against anything in the game, you&#039;re &#039;&#039;way&#039;&#039; better off with the Inceptor&#039;s guns.&lt;br /&gt;
** Like reivers, these guys can deep strike but comfortably shoot at a safe distance, which is really helpful.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
FAQ (1.1) for Imperial Armour Index: Forces of the Adeptus Astartes has unlocked some interesting fast-movers and support units:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Sentry Guns:&#039;&#039;&#039; Whoooo boy, these suckers got a huge buff in 8th edition. They ended up gaining a whopping +1 BS, along with Toughness 5 and 4 wounds. In addition, they also now all count as separate units once deployed, so they can serve as some obnoxious MSU tools. Tarantulas can be equipped with the following loadouts:&lt;br /&gt;
**Twin Heavy Bolters: These are the default weapons. Good against infantry, but comes with the Caveat that it MUST target the nearest infantry model&lt;br /&gt;
**Twin Lascannons: The other default, good against tanks. Also comes with a restriction that it MUST target the nearest enemy tank.&lt;br /&gt;
**Twin Assault Cannons: Arguably the best option. Tarantulas with Dual-assault cannons lose their targeting restrictions and gain a whopping 12 shots each. They used to be practically mandatory at only a measly 45 points per model, but recently gained a massive price increase and now cost 64. At that price it&#039;s a lot more difficult to justify taking them.&lt;br /&gt;
**Multi-melta: Same deal as the Lascannons, but mathematically worse. However it does unlock your targeting restrictions, so a multi-melta equipped tarantula can fire at anything you want. Strangely the FAQ for the Imperial Guard added the requirement that they must always target the closest model if there&#039;s no priority target in range; however currently the Astartes version of the tarantula has no such restriction, so for now you can continue to use meltas and assault cannons to fire at will at anything in range.&lt;br /&gt;
*&#039;&#039;&#039;Tarantula Air Defense Battery:&#039;&#039;&#039; As above, but stuck with S8 AP-2 Dd3 anti-air missiles that get +1 to hit against flyers and -1 against everything else. MUST target the nearest enemy flyer, but you were probably already planning to do that when you took this unit.&lt;br /&gt;
- Must target the closest unit with FLY, which is very different. Could end up wasting krak missiles on jump pack infantry or jetbikes unfortunately.&lt;br /&gt;
*&#039;&#039;&#039;Land Speeder Tempest:&#039;&#039;&#039; A tiny drop in movement from the vanilla type, but has better toughness and Ld. Each one is equipped with an Assault Cannon and two Tempest Salvo Launchers (36&amp;quot;, Heavy d3, S6 AP-3 D2; shorter ranged and not as hard-hitting as a Krak missile but more likely to get past armor saves). When Advancing, they must move between 20&amp;quot; and 35&amp;quot;; they also impose a -1 to hit against them in the next Shooting phase and prevents units without the FLY keyword from charging (or being charged by) them. &lt;br /&gt;
*&#039;&#039;&#039;Deathstorm Drop Pod:&#039;&#039;&#039; A Drop Pod full of automated guns; it can choose either an 18&amp;quot; 2-shotgun with S8 AP-2 Dd3 or a 12&amp;quot; 6-shot S6 AP-1 D1 gun. In either case, it must make 1 full shooting attack against anything in range (except for CHARACTERS, who still can only be shot at if they&#039;re the closest unit in range).&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Land Raider:&#039;&#039;&#039; The classic Land Raider turned from an outclassed fortress to a fortress that gets shit done. With a total of 4 lascannon shots, 6 heavy bolter shots on top of [[Awesome|16 WOUNDS]], and a 2+ save. Add a multi melta on top of that for even more firepower. Vehicle changes make some vehicles move from obscurity to being a force to be reckoned with, and the regular land raider is no exception. The Land Raider makes itself become a force to be reckoned with its sheer amount of firepower and long lasting ability. Still, has its transport of 10 models to zip guys to wherever you want. So, use it how you want! &lt;br /&gt;
**&#039;&#039;&#039;Land Raider Crusader:&#039;&#039;&#039; Just like the regular, the Crusader version gains all of the cool bonuses of before but now has the ability to fire up to [[Awesome|24 Bolter shots]] when in rapid-fire range, but no Special Issue Ammunition on Hurricane bolters (the Xenos can rejoice). Still works well as a Terminator transport especially as those guys lost an inch of movement. Great for horde killing and Termie transporting. Go nuts. This one is the cheapest and will really chew up hordes. Those two factors make it a strong contender for the deathwatch, as any small elite army will struggle to not get overwhelmed by hordes. &lt;br /&gt;
**&#039;&#039;&#039;Land Raider Redeemer:&#039;&#039;&#039; Just take a LRC...okay fine. While the flame storm cannons (Which is 12&amp;quot; now!) are good and all you have to roll D6 each time meaning it can fuck you over when you need a good hit. The Crusader puts out a ton more shots and at longer range AND it has greater transport capacity. Not a bad unit by any stretch just better alternatives.&lt;br /&gt;
*&#039;&#039;&#039;Hellblaster Squad&#039;&#039;&#039; Some pretty wicked dakka right here. Their Plasma Incinerators are 30&amp;quot; S7 [[rape|AP-4]] D1 normally, with the same boost as other plasma weapons if supercharged (+1 to S and D) - more than enough to wipe out any TEQs they encounter. Run with any character giving re-rolls to hit (e.g. any of the Captain variations) to make these things a monster/tank killer if they get into rapid-fire range. But with the same inability to use transports other than the repulsor, like other Primaris Marines, that&#039;ll be a difficult task in itself (hint: Teleportarium stratagem).  They&#039;re also as expensive as... well, as elite marines carrying souped-up plasma weapons.&lt;br /&gt;
**The Plasma Incinerators comes in two more variants; a Heavy 1 with 36&amp;quot; and S8/9 that costs 2 points more than the standard option, and a 24&amp;quot; Assault 2 with S6/7 that costs 1 point more. &lt;br /&gt;
***The Rapid Fire (standard) version is definitely the best in general, costing the fewest points for the most output against the most targets, but you&#039;ll want to get up close and personal with it - see the Assault version below for shooting things farther away.&lt;br /&gt;
***The Assault version costs you more points for less strength, but better rate of fire in the 16-24&amp;quot; range, and you can fire it after advancing, so you could also consider it to have superior rate of fire in the 16-27.5&amp;quot;; therefore, it&#039;s actually better on a squad intended for longer range engagements, rather than one intended for, well, assaulting.  Because S7 is so underwhelming compared to S6 or S8 against most real-world targets, it&#039;s seldom justified to overcharge this one, although it can be worth it if you&#039;re desperate for the increased damage.  Take this version to shoot things farther away better, but up close worse, than the Rapid Fire version.&lt;br /&gt;
***The Heavy version costs you more points for worse rate of fire (although you can move and shoot with it out to 36-42&amp;quot; range if you want), but more strength; that means you should never take it, as the absolute best it can do against most targets that actually exist in the game is equal the Assault version&#039;s output, while in general doing worse - the 6&amp;quot; range improvement it practically has (since you can move and shoot with the Assault variant for 6&amp;quot; more threat on it) isn&#039;t worth both costing more and usually doing less.  Never, ever take this.&lt;br /&gt;
*&#039;&#039;&#039;Repulsor Executioner&#039;&#039;&#039;: With all the furuor erupting for the generic marines codex, the Deathwatch really turned into the unwanted stepchild of the lot - this Primaris Razorback&#039;s all you&#039;re getting from the codex, and not the overload of Vanguard models or a new discipline for your librarians. 6 Capacity with some big guns. 284/293 Base depending on the gun, +12 points with the two options. Steep price, but it fires the main gun twice (when you move under half its current M Value). One is a Heavy 2 72&amp;quot; Monster at S10 AP -4 3-6 damage on a D6 cannon and the other is what you&#039;d expect from plasma, but with D6 shots and starts at S8 AP -4 (pumping up to S9). This baby also gets a heavy onslaught Gatling cannon stock as well as a few other guns you sometimes forget to fire (seriously, there are a lot), including a Twin Heavy Bolter. It can also be upgraded with an Ironhail Heavy Stubber and Icarus Launcher if you feel inclined to do so. It has 18 S5 AP-1 shots and a metric ton of various S4 shots, some S7 as well, allowing it to reliable mulch opposing infantry. The Heavy **Laser Destroyer can tear through enemy armor reliably and the Macro Plasma can remove medium and heavy infantry.&lt;br /&gt;
**Properly supported, this thing can annihilate swathes of the enemy army. A Captain will never be a bad idea. And if you bring two of them, they can quickly turn the tides of conflict. However, it is a major investment in points and Cash. You need to maximize your opportunities to get the most out of it. If you can, then an Executioner or two is the sort of heavy fire support the army craves. If you can&#039;t... Well, Marines are used to losing in 8th anyway. Sucks that Deathwatch doesn&#039;t have Lieutenants or Access to Techmarines.&lt;br /&gt;
**Whenever you make such an investment on big units, you must consider everything you are paying for. While the Heavy Laser Destroyer is a very potent weapon which will serve you well, this particular weapon loadout will require a play style that ignores most of the other benefits of the unit by hanging back and remaining fairly static. Taking the Plasma loadout, however, saves points and requires closer positioning of the tank. That may seem foolhardy, but this vehicle is loaded with close/mid-range weaponry that complements the plasma very well, while still being able to deliver a 6 man Primaris infantry unit on top of repulsor fields. Thus, this writer regards the Executioner as a very gun laden Infantry Fighting Vehicle (IFV), not a true battle tank. You can take a battle tank&#039;s weapons loadout, and certainly, that may be necessary at times, but this tanks true calling is in direct support of infantry. The executioner is really just a beefed standard repulsor and really should be used in a similar fashion. Its slow-moving double shooting rule is perfect for sitting behind a wall of aggressors marching up the board as both units extract maximum firepower potential from hardy buffing characters.&lt;br /&gt;
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&lt;br /&gt;
====Forge World====&lt;br /&gt;
Just when you thought that all Deathwatch could grab was the three Land Raider variants, suddenly... Forge World! Picture a Deathwatch Leviathan Dreadnought for a moment... &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Whirlwind Hyperios:&#039;&#039;&#039; An anti-air Whirlwind variant. While it&#039;s still best used against aircraft because of its +1 to hit against flyers (and -1 against everything else), Heavy 2d3 S8 AP-2 D3 D isn&#039;t something to take lightly. &lt;br /&gt;
*&#039;&#039;&#039;Rapier Carrier:&#039;&#039;&#039; A mobile artillery unit and dirt-cheap source of heavy bolter fire, which can also be used as a cheap counter to &amp;quot;light&amp;quot; superheavies like Knights if taken with Laser Destroyers or act as artillery if you use the Quad Launchers (added in the FAQ). Now coming stock with a 12-shot quad bolter for a good price on a fairly sturdy chassis. Fills out the heavy support requirements of a Spearhead detachment real nice, but keep the gunners safe or it gets auto-removed just like the Thunderfire Cannon.&lt;br /&gt;
**If you&#039;re planning on taking a Leviathan Dreadnought, you need another Heavy Support choice to bypass the Relic rule, which states you can&#039;t take a unit with Relic in the title without bringing another Heavy Support unit. The Rapier is the cheapest option available to fill that slot, just a heads up.&lt;br /&gt;
*&#039;&#039;&#039;Mortis Dreadnought:&#039;&#039;&#039; Your go-to dakka dread who&#039;s replaced his fists with double guns. It costs 5 points more than a standard dreadnought, with the exact same profile, but it brings the option to double down on weapons the regular dread cant. You can take a pair of twin bolters, autocannons, or lascannons, or a pair of regular missile launchers, assault cannons, multi-meltas, or heavy plasma cannons. All good choices for laying down firepower, with the best guns depending on what you plan to shoot and how many points you can spare. For good measure, you can also bring along a Cyclone Missile Launcher. &lt;br /&gt;
*&#039;&#039;&#039;Contemptor Mortis Dreadnought:&#039;&#039;&#039; A contemptor dreadnought with double guns and a 3+ save. Better than the standard Mortis in every way, from the BS 2+ to the Atomantic Shielding, but costlier as well. He starts with double Twin Heavy Bolters which can be swapped out for double Multi-Meltas, double Twin Lascannons, double Twin Autocannons, double Heavy Plasma Cannons, and everyone&#039;s favorite: double Kheres Assault Cannons for all your infantry-shredding needs. &lt;br /&gt;
*&#039;&#039;&#039;Siege Dreadnought:&#039;&#039;&#039; This Dread specializes in short-range firepower, coming stock with an Inferno Cannon that acts as a souped-up heavy flamer and a seismic hammer with built-in meltagun that suffers from a -1 to hit but will wreck anything that gets hit. With the ability to re-roll all to wound rolls of 1 in the Fight phase when targeting a BUILDING or a unit with a movement stat of 0&amp;quot;, its niche as a building killer should be obvious. This and other Forge World dreadnoughts have access to an expanded list of weaponry that the standard Dreadnought and it&#039;s Venerable cousin lack. &lt;br /&gt;
*&#039;&#039;&#039;Relic Leviathan Dreadnought:&#039;&#039;&#039; The Leviathan Dreadnought is easily one of the deadliest single models in the entire game, barring actual &#039;&#039;Titans&#039;&#039;, packing a series of quite frighteningly powerful weapons that can make short work of virtually anything. It packs a Strength and Toughness of 8, a 2+/4++ save, and a whopping 14 wounds. Paint his left arm silver and off you go. The default loadout is 2 Heavy Flamers and two Leviathan Siege Claws (Sx2(16) AP-3 D3, Re-roll failed wounds against Infantry) with in-built meltaguns. Being a giant dreadnought powered by arcane and ancient technology (and a Forge World model) he explodes violently when reduced to 0 wounds, dealing D3 mortal wounds to units within 9&amp;quot; on a D6 roll of a 5 or 6. Send him charging into the fray and salute him when he finally detonates in a righteous fireball.&lt;br /&gt;
**The Claws can be swapped out for:&lt;br /&gt;
***&#039;&#039;&#039;Leviathan Siege Drills:&#039;&#039;&#039; which up the AP and D to -4 and 4, but you stop re-rolling failed wounds against Infantry (which were only ever the 1s). Also has a built-in meltagun. &lt;br /&gt;
***&#039;&#039;&#039;Cyclonic Melta Lance:&#039;&#039;&#039; Capable of destroying a Land Raider in a single volley, while being able to shave off 15 wounds from a Knight (leaving it sufficiently weakened that it will no doubt then die to being slammed with 15 additional wounds in melee).  This is the go-to weapon if you&#039;re seeking an answer to enemy vehicles, and especially knights; the higher rate of fire makes it more likely to slip damage past the invulnerable save, and the multiple hits more than makes up for the higher fixed damage of the bombard.  Double this weapon to gut super-heavies in a single volley, and annihilate anything smaller.  Maximum damage per single gun: 36 damage.  Average (4 shots, 3+ to-hit, 3+ to-wound, no save: 2 wounds, 7 damage. &lt;br /&gt;
***&#039;&#039;&#039;Storm Cannon Array:&#039;&#039;&#039; Has a whopping 10 shots, which do 2 damage each. While not quite as horrifyingly deadly against vehicles as the Cyclone Melta, it exchanges sheer output for more reliability. This can be useful since 2-wound weapons occupy a fair niche in the current meta, for their ability to 1-shot the numerous amount of multi-wound models, without suffering from overkill. This makes it the perfect weapon for dealing with models like Terminators. This is basically a seriously up-gunned heavy plasma cannon, with &#039;&#039;quintuple&#039;&#039; the usual shot volume and one worse AP in exchange for one better D, and an inability to Overcharge.  Costs 5/6 the amount two of the cannons would cost you, though.  It is far and away the most efficient gun you can take against most targets of 4 models or less - it will actually out damage both the Bombard and the Lance against anything T6 or less and T7 Sv 4+ or worse, and that&#039;s assuming the target has enough wounds left that no damage gets wasted. Maximum damage per single gun: 20 damage.  Average (3+ to-hit, 3+ to-wound, 3+ save: 3 unsaved wounds, 6 damage.  &lt;br /&gt;
***&#039;&#039;&#039;Grav-Flux Bombard:&#039;&#039;&#039; Now your dedicated horde killer. It deals 1d3 shots, and gains an additional 1d3 shots for every 5 models present in the target unit, which means the Leviathan can get a whopping 7d3 shots when targeting a mob of Conscripts, or 14d3 if equipped with two of these. This essentially means that the grav bombard is your designated weapon loadout if you expect to go up against Infantry Blobs, as it can fry an entire 50 man squad each and every turn.  It also does more damage (5, rather than 2) against Vehicles, Monsters, and Titanic.  Despite the increased damage, it is actually the least effect weapon against vehicles; with only a d3 shots, between rolls to hit (typically with a movement penalty) and wound, you are actually unlikely to kill even a Rhino (or equivalent).  Against anything with an invulnerable save so few shots are liable to bounce for no damage.  A pair of these is the way to go for horde scrubbing - 2d3 shots every 5 models in the target means you average 4 shots for every 5 targets.  The gun is only 18&amp;quot; and you&#039;ll take a BS penalty (typically down to 3+) for moving and shooting with it, taking you to 3 1/3 and 2 2/3 hits for every 5 targets, respectively. At S9 AP-5 D2, &#039;&#039;usually&#039;&#039; one wound per target is all it will take; assuming you&#039;re up against T4 or less without an invuln save, you&#039;re looking at 2 7/9 or 2 2/9 (after moving) dead &#039;&#039;for every 5 models in the target&#039;&#039;, or around 50% casualties.  Hopefully Morale will do the rest of the work for you, or you can just bring two of these things.  Maximum damage per single gun: 15 damage.  Average (2 shots, 3+ to-hit, 3+ to-wound, no save: 1 wound, 5 damage. &lt;br /&gt;
*&#039;&#039;&#039;Deimos Pattern Vindicator Laser Destroyer:&#039;&#039;&#039; A Vindicator who&#039;s siege canon has been swapped for a long-range anti-tank gun. T8 with 12 wounds and 3+ save is fairly durable, while the Laser Volley cannon kicks out an impressive 36&amp;quot; Heavy 2 S9 AP-3 3 Damage shot in &#039;volley fire&#039; mode, and 36&amp;quot; Heavy 2 S10 AP-5 6 Damage(!) in &#039;overcharge fire&#039; mode, but if you roll a 1 to-hit the tank takes 3 mortal wounds, so consider your firing profile wisely. Captains can buff vehicles with the same chapter keyword to help mitigate this via their re-roll bubble.   &lt;br /&gt;
*&#039;&#039;&#039;Relic Land Raider Proteus:&#039;&#039;&#039; The Proteus has two twin Lascannons like the vanilla LR, but it can choose to take a multi-melta or twin heavy flamer instead of a twin heavy bolter. (There&#039;s also an option for a single heavy bolter, but why would you even use that?) But its main draw is the Explorator Augury Web; taking it reduces the Proteus&#039; transport Capacity to 6, but it prevents anyone from deep striking within 12&amp;quot; of the Proteus. Conveniently enough, that happens to be melta range for the multi-melta so suicide melta squads won&#039;t be able to get near it. For a more aggressively inclined Proteus, you can take the Heavy Armor instead to give it a 5+ invulnerable save, though it too reduces the Proteus&#039; transport capacity. &lt;br /&gt;
*&#039;&#039;&#039;Land Raider Helios:&#039;&#039;&#039; Also has twin lascannons, but it brings along a Helios Launcher- a Heavy weapon that fires 2d6 autocannon-equivalent shots (albeit only 1 damage) that can fire without LoS. A decent combo of the Whirlwind&#039;s different missile types, and it can transport 6 models too.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Prometheus:&#039;&#039;&#039; A fun toy for your Warlord- if he&#039;s embarked within it, one of the Stratagems played on your turn costs 1 less CP to use. It doesn&#039;t reduce the cost below 1, but it helps. As an added bonus, its attacks all ignore cover saves, which make its 12 heavy bolter shots absolutely terrifying to light infantry. Carries 10 models.&lt;br /&gt;
*&#039;&#039;&#039;Land Raider Achilles:&#039;&#039;&#039; The rage-inducing and expensive Achilles is back in a big way in 8th ed. T8 with 19 wounds, a 2+ save, and a 4++ Invuln save for good measure makes this raider insanely tough. The Achilles is armed with a hull-mounted Quad Launcher and 2 sponson-mounted TWIN Multi-Meltas (Heavy 2). The Quad Launcher can fire Shatter shells at Heavy 4 S8 AP-2 3 Damage, or Thunderfire shells at Heavy 4D3 S5 AP0 1 Damage (and can target units not visible to the Achilles). It can also grab a hunter-killer missile and a Storm Bolter for a little extra dakka. This weirdness is compounded by a transport capacity of 6, including terminators and jump pack models. Seriously, go look up a picture of this thing.&lt;br /&gt;
&lt;br /&gt;
===Fortifications===&lt;br /&gt;
*&#039;&#039;&#039;Castellum Stronghold:&#039;&#039;&#039; In case you want to play an army comprised of buildings instead of tanks and soldiers. 3 bunkers and a bigger bunker, with T9 and a total of 56 wounds (3x12 and 20). This realm of battle tile (yes, its 2&#039; by 2&#039;) is fairly indestructible and can pack up to 5 heavy weapons, from anti-tank guns to AA or troop mulchers. The tacticus bunker has transport space for 30 guys, and the bunkers for 12 each. Up to 15 and 10 models can shoot out of each of the bunkers. If your army doesn&#039;t fit inside completely, they can man the battlements for a cover save. And untill the big bunker is destroyed all infantry, bike and dreadnoughts get a 4++ against shooting attacks while inside the stronghold. Oh, and one stratagem per turn costs 1 less CP if your warlord is embarked. At 550 points without guns this is something of an apocalypse thing.&lt;br /&gt;
&lt;br /&gt;
===Lords of War===&lt;br /&gt;
&lt;br /&gt;
For the first time Deathwatch now have access to Lord of War units, because who doesn&#039;t want a Deathwatch Spartan Assault Tank? Some bugs get really really big... Naturally, so do the Imperial artillery guns. &lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
Forgeworld FAQ[https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/07/40K_8th_ed_Update_Imperial_Armour_Index_Forces_of_the_Adeptus_Astartes_ver_1.0..pdf] updates the relic rule for LoW: You can take 1 Relic Lord of War choice with no pre-requisites. Further Relic Lord of War choices beyond the first require another Lord of War that is NOT a Relic to be taken. Note that deathwatch LoWs are usually less effective than their Space Marine equivalents simply because the Deathwatch have no access to Techmarines and so the LoWs tend to die and lose effectiveness faster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Relic Spartan Assault Tank:&#039;&#039;&#039; The Spartan has always been a bigger nastier Land Raider at heart, and this edition just makes it even meaner. A relic from the Legion days, it boasts an impressive BS3+, S8, T8, W20, a 2+ Save, and PoTMS so it can move and shoot with no penalty. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. It comes stock with hull-mounted Twin heavy bolters (which can be replaced with Twin heavy flamers), 2 sponson-mounted Quad lascannons (that&#039;s a total of 8(!) lascannons), and anything trying to attack it in melee will have to deal with its Crushing tracks, which are S8 AP-2 DD3. And with a WS5+ and 8 attacks, it has a better chance than most tanks of actually hitting with them. If 8 lascannons don&#039;t do the trick, they can be swapped for Laser Destroyers to give it the role of blowing superheavies to pieces; its basic profile of S12 AP-4 DD6 is nasty enough as it is, but any time it inflicts damage, you roll a d6. On a 3-5, its damage rises to 2d6, and on a 6 it becomes a staggering 3d6 damage! If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, the Spartan has an enormous 25 transport capacity, including Terminators, Jump Pack Infantry, and Centurions (but not Primaris). If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches. &lt;br /&gt;
*&#039;&#039;&#039;Relic Typhon Heavy Siege Tank:&#039;&#039;&#039; The Vindicator&#039;s big brother on steroids is a fierce siege engine, boasting BS3+, S8, T9(!), W22, and a 2+ Save. The Dreadhammer siege cannon taking up the entirety of the vehicle drops Heavy 2D6 S10 AP-5 3D shots at 24&amp;quot; or 48&amp;quot; if it holds still. Losing the enormous blast template from the previous edition, the Dreadhammer can now put serious hurt on vehicles and monsters with it&#039;s 2D6 high strength high AP shots. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Dreadhammer siege cannon, which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Cerberus Heavy Tank Destroyer:&#039;&#039;&#039; An insane Titan-class laser weapon mounted on a Spartan chassis, boasting BS3+, S8, T9, W22, and a 2+ Save. The Heavy neutron pulse array kicks out Heavy 3 S14 AP-4 3+D6D shots at 72&amp;quot;, and causes a -1 to-hit penalty to the shooting attacks of vehicles wounded by this weapon. In addition to the main gun it can grab 2 sponson-mounted Lascannons or Heavy bolters, and can also take a pintle-mounted Heavy bolter, Heavy flamer, Multi-melta, or Storm bolter for extra dakka. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it (except for it&#039;s Heavy neutron pulse array which must target other units). Further, it only benefits from cover saves when at least half the model is obscured. It has PoTMS so it can move and shoot with no penalty, and it makes a respectable 8 attacks with it&#039;s Crushing tracks (decreasing to 6, and then D3 as it takes damage) at WS5+ S8 AP-2 DD3 in melee. If it explodes after losing its last wound (on a roll of 5+ thanks to its Unstable Reactor), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches.&lt;br /&gt;
*&#039;&#039;&#039;Relic Fellblade Superheavy Tank:&#039;&#039;&#039; The Baneblade&#039;s exponentially meaner cousin. Absolutely bristling with guns, it has a massively impressive statline of BS3+, S9, T9, W26, a 2+ Save, and PoTMS so it can move and shoot with no penalty. It&#039;s enormous and versatile Fellblade accelerator cannon sports two shell types: HE shells are Heavy 2D6 S8 AP-3 2D shots and allow rerolls for the number of shots when targeting a unit with more than 5 models. AE shells are Heavy 2 S14 AP-4 6D shots that work wonders on tanks. It comes stock with a hull-mounted Twin heavy bolter (which can be replaced with a Twin heavy flamer) and 2 sponson-mounted Quad lascannons (which can be swapped for the amazing Laser destroyers like the Spartan). Like the Baneblade it also has a hull-mounted Demolisher cannon. If you crave even more dakka you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta. Finally, anything trying to attack it in melee will have to deal with 9 WS5+ attacks from its Crushing tracks, which are S9 AP-2 DD3. If it explodes after losing its last wound (on a roll of 6), it deals D6 Mortal Wounds to units with 2D6&amp;quot; inches. The Steel Behemoth rule allows it to shoot or charge after falling back, and fire its guns even if enemies are within 1&amp;quot; of it. Further, it only benefits from cover saves when at least half the model is obscured. If you need a LOT of dakka on a tough as nails platform, you can&#039;t go wrong with the Fellblade.&lt;br /&gt;
*&#039;&#039;&#039;Relic Falchion Superheavy Tank Destroyer:&#039;&#039;&#039; A Fellblade variant which shares the same statline and special rules but mounts the unbelievably deadly Twin volcano cannon in place of the Fellblade cannon and Demolisher cannon. The Twin volcano cannon can annihilate targets 120&amp;quot; away with Heavy 2D6 S16 AP-5 D2D6 (re-rolling wounds against Titanic units. It has yet to be updated with the new 3d3 shot profile the Shadowsword has.). Just like the Fellblade it comes stock with two Quad lascannon sponsons which can be replaced with Laser destroyers. Given its ability to take the laser destroyers, it&#039;s objectively better at destroying superheavies than a single Shadowsword in practically every way but you pay almost triple the points. It also sports a hull-mounted Twin heavy bolter which can be replaced with Twin heavy flamers, and you can add a pintle-mounted Heavy bolter, Storm bolter, Heavy flamer, or Multi-melta if you crave even more dakka. &lt;br /&gt;
*&#039;&#039;&#039;Relic Mastodon Super-heavy Siege Transport:&#039;&#039;&#039; Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s reroll to kick in. With 30 wounds, S and T 9, and a 2+ save, this bad boy will get your dudes where they need to go safely. It can also transport terminators, jump pack models, and dreadnoughts of the standard and Contemptor varieties, but not bikes. &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Assault Gunship:&#039;&#039;&#039; The standard air support and transportation workhorse of the Space Marines. This monstrous flyer will cost you an arm and a leg (in both points and real $) but has some seriously impressive rules. It has a big 20-50&amp;quot; move in Supersonic mode and can hover. Its has BS2+, S10, T9, 30W, a 3+ Save and PoTMS so it can shoot on the move. Its Void-hardened Hull grants it a 5++ save for extra durability. The Thunderhawk Assault Gunship is armed with a Thunderhawk heavy cannon - 48&amp;quot; Heavy 2D6 S8 AP-2 D6D, which can be swapped for the monstrously powerful Turbo-laser destructor - 96&amp;quot; Heavy D3 S16 AP-4 2D6D (6&#039;s to wound inflict an additional D3 Mortal Wounds). For secondary weapons it sports 4 Twin heavy bolters and 2 Lascannons at various points on the hull, as well as a choice of Thunderhawk Cluster Bombs or a Hellstrike missile battery. The Cluster bombs can drop once per game on a single unit you flew over, rolling up to 12D6 times (3D6 for ever VEHICLE or MONSTER and 1D6 for other models). Each 5+ result deals a Mortal Wound to the unit, though units consisting only of characters cannot be targeted. The Hellstrike battery is 72&amp;quot; Heavy 4 S8 AP-3 D3. It&#039;s Colossal Flyer rule forces your opponent to -1 from shooting attacks against the Thunderhawk, but also forces them to measure from where it&#039;s hull wound be if it was at ground level and add 12&amp;quot; to that measurement (which is an attempt to account for the custom flying bases you need to hold this heavy ass brick of resin up). It also means that a lot of guns flat out cannot shoot at it while it&#039;s Supersonic. Finally, the Thunderhawk has an impressive transport capacity of 30, including TERMINATORS, JUMP PACK models, CENTURIONS, AND BIKERS. It is also one of the only vehicles that can transport PRIMARIS models, with each counting for 2 spaces, although you cannot mix them with non-PRIMARIS units.   &lt;br /&gt;
*&#039;&#039;&#039;Thunderhawk Transporter:&#039;&#039;&#039; A Thunderhawk variant designed for airlifting tanks, this unusual vehicle shares the statline of the Thunderhawk (with the exception of 26W - 4 fewer than the Gunship). In addition to 15 models including TERMINATORS, JUMP PACK models, CENTURIONS, and BIKES, it can hoist vehicles into battle in one of the following configurations: &lt;br /&gt;
**1 model with the {{W40kKeyword|LAND RAIDER}} or {{W40kKeyword|SPARTAN ASSAULT TANK}} keyword.&lt;br /&gt;
**Up to 2 of the following: {{W40kKeyword|RHINO, RAZORBACK, INFERNUM RAZORBACK, PREDATOR, DEIMOS PREDATOR, WHIRLWIND, WHIRLWIND HYPERIOS, HUNTER, STALKER, DAMOCLES, VINDICATOR, VINDICATOR DESTROYER, WHIRLWIND SCORPIUS}}.&lt;br /&gt;
These vehicles act exactly like other passengers and are subject to the usual restrictions for embarking and disembarking, meaning they can detach while in Supersonic mode at the end of the movement phase. Transported vehicles can carry units at no additional transport cost to the Thunderhawk, so feel free to deep strike 25 dudes in a Spartan PLUS 15 dudes in the Thunderhawk itself. The cost of this unusual ability is the loss of ranged firepower - the Thunderhawk Transporter is armed with &#039;only&#039; 4 Twin heavy bolters and a Hellstrike missile battery. It&#039;s much cheaper than the Thunderhawk Gunship, but its usefulness is somewhat questionable, cool as it may be. &lt;br /&gt;
*&#039;&#039;&#039;Sokar Pattern Stormbird:&#039;&#039;&#039; Fuck yes. For those who weren’t content with a mere Thunderhawk, we present for your pleasure the Stormbird! Can carry fully loaded Rhinos, most Dreadnoughts, or just a fuckload of marines. Did someone say [[rape|deepstriking Leviathan Dreadnoughts]]?&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
===Without Allies===&lt;br /&gt;
==== The Old One-Two (Three) ====&lt;br /&gt;
Take a Battalion. Fill your HQs with whatever you like. Your 3 Troops should be 2 Vet Squads, one tooled as an Anvil and one tooled as a Hammer, and a foot-slogging Intercessor Squad. Also take a Corvus and a Redeemer. Combat Squad all three troops choices, put the Anvil in the Redeemer and the Hammer in the Corvus. Deploy the Intercessors in your backfield and have them foot-slog and advance everywhere or camp a home objective. The Corvus should drop its 2 squads near something that needs to die and then all three should spend the rest of the game killing important units. Finally, the Redeemer and its 2 squads should be delivered to 1-2 objectives and refuse to move for the rest of the game if possible.&lt;br /&gt;
&lt;br /&gt;
====Forge World Assistance====&lt;br /&gt;
With the introduction of Combat Doctrines, there is now a slightly greater incentive to try to run without allies.  Unfortunately, as a monofaction, Deathwatch have some serious holes (anti-tank is a big one).  Forge world has a number of units that can help fill them in, most notably their dreadnought line up.  Contemptor Dreadnoughts are an excellent source of lascannons, and the ability to deep strike a Leviathan or Chaplain Dread is very strong.&lt;br /&gt;
&lt;br /&gt;
===With Allies===&lt;br /&gt;
==== Some general advice ====&lt;br /&gt;
While primaris look good on paper, they are still not exactly worth their points, unless you are hell-bent on playing a pure DW army. The codex greatly encourages getting your DW units right into your enemy&#039;s face, where you deal maximum damage with plasmas, meltas, frag cannons, and bolters. While your kill teams race towards the enemy in their Corvus Blackstars and Land Raiders, you need something that actually wants to sit back and can contribute efficiently to the fight. One of the biggest problems any DW player will face is that you won&#039;t have many units on the table at the beginning of the game. Thus, it&#039;s really easy for your opponent to focus fire on lone Corvus or a Raider, destroying it first turn and leaving your kill teams far away from the enemy and exposed. That is where Ad Mech and Guard comes in. Both factions have cheap troops that want to stay back (Skitarii snipers, Infantry Squads with heavy weapons), have excellent sources of long-range firepower that will ruin your opponents day if not dealt with (Cadian HWTs, Leman Russes, Basilisks, Onager Dune Crawlers). For example, for 670 points you can field 4 infantry squads, 2 company commanders, and 3 Leman Russ Battle Tanks. Use your Kill Teams as scalpels - eliminating key enemy threats while your allies deal with the rest of enemies army (Hammer of The Emperor Style). It&#039;s fluffy, looks cool, and is brutally efficient.&lt;br /&gt;
&lt;br /&gt;
==== Inquisition ====&lt;br /&gt;
An IMPERIUM force can include a single INQUISITOR in one of their detachments without breaking &amp;quot;pure army&amp;quot; rules, and they can also hitch a ride in your vehicles. They have access to a unique [[Warhammer_40,000/Tactics/Imperium(8E)#Telesthesia_Discipline|psyker discipline]], that includes &#039;&#039;&#039;Terrify&#039;&#039;&#039;, which &#039;&#039;turns off overwatch&#039;&#039;. They&#039;re kinda squishy to be used as a warlord, especially when stuck in with a front-line melee unit, however, they have a nifty 1CP (!) [[Warhammer_40,000/Tactics/Imperium(8E)#Stratagems_3|stratagem]] that allows them to take &#039;&#039;both&#039;&#039; a warlord trait &#039;&#039;and&#039;&#039; (as long as they are not a named characters) a [[Warhammer_40,000/Tactics/Imperium(8E)#Relics|relic]]. The &#039;&#039;&#039;Blackshroud&#039;&#039;&#039; might be a good choice, as its -1 to wound makes this character pretty much immune to sniper mortal wounds.&lt;br /&gt;
&lt;br /&gt;
Selecting the [[Warhammer_40,000/Tactics/Imperium(8E)#Special_Rules_4|&#039;&#039;&#039;Ordo Hereticus&#039;&#039;&#039;]] makes the &#039;&#039;&#039;No Escape&#039;&#039;&#039; [[Warhammer_40,000/Tactics/Imperium(8E)#Warlord_Traits|Warlord Trait]] available, a 6&amp;quot; heroic intervention and &#039;&#039;enemy units can&#039;t fall back&#039;&#039; on a 4+. Alternatively, the [[Warhammer_40,000/Tactics/Imperium(8E)#Special_Rules_4|&#039;&#039;&#039;Ordo Xenos&#039;&#039;&#039;]]&#039; [[Warhammer_40,000/Tactics/Imperium(8E)#Warlord_Traits|Warlord Trait]] Esoteric Lore generates a CP on a 5+ whenever your &#039;&#039;opponent&#039;&#039; uses a stratagem.&lt;br /&gt;
&lt;br /&gt;
Best of all, they&#039;re super-cheap, starting at a mere 55pts. Unfortunately, there are only two deepstrike options: Hector Rex and the expensive [[Warhammer_40,000/Tactics/Imperium(8E)#Special_Rules_4|&#039;&#039;&#039;Ordo Malleus&#039;&#039;&#039;]] terminator. Of course you can pop them in a Deathwatch drop pod with your killteam, so it&#039;s not all bad news.&lt;br /&gt;
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The top choices:&lt;br /&gt;
&lt;br /&gt;
*Basic Inquisitor - CP farming - &#039;&#039;&#039;Mental Interrogation&#039;&#039;&#039; psychic power, &#039;&#039;&#039;Esoteric Lore&#039;&#039;&#039; warlord trait and &#039;&#039;&#039;Seize For Interrogation&#039;&#039;&#039; stratagem; switch the bolt pistol for a &#039;&#039;&#039;Boltgun&#039;&#039;&#039; and take the &#039;&#039;&#039;Blackshroud&#039;&#039;&#039; Relic. If you want some support swap &#039;&#039;&#039;Mental Interrogation&#039;&#039;&#039; for &#039;&#039;&#039;Terrify&#039;&#039;&#039;. Cheap (55 points and 1CP), consistent with the fluff (Ordo Xenos and Deathwatch BFF!), maximizes your stratagem usage, and the best choice if you are short on points.&lt;br /&gt;
*Hector Rex - Deny the witch - &#039;&#039;&#039;Psychic Mastery&#039;&#039;&#039; warlord trait: knows 3, casts 3 and denies 4 (with +1 within 12&amp;quot;). Powers should be: &#039;&#039;&#039;Mental Interrogation&#039;&#039;&#039; to generate CP, &#039;&#039;&#039;Terrify&#039;&#039;&#039; to bypass overwatch, and &#039;&#039;&#039;Dominate&#039;&#039;&#039;. Tanky (2+/3++), can deep strike, and he is BRUTAL vs daemons. Amazing if you have enough points (100 points and 1CP) available.&lt;br /&gt;
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====Space Marines====&lt;br /&gt;
[[FAIL|Because the Deathwatch were not granted a Super Doctrine]], they can ally in Space Marines without sacrificing anything.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category: Space Marines]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Black_Locks&amp;diff=1011675</id>
		<title>Black Locks</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Black_Locks&amp;diff=1011675"/>
		<updated>2026-05-20T16:13:28Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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{{Infobox Spess Mahreen Chapter&lt;br /&gt;
&lt;br /&gt;
|Name = Black Locks&lt;br /&gt;
&lt;br /&gt;
|Heraldry = [[Image:Black_locks_logo.png|200px|centre]]&lt;br /&gt;
&lt;br /&gt;
|Battle Cry = &amp;quot;To the Galaxy&#039;s End!&amp;quot; &amp;quot;And to treasure untold!&amp;quot; &amp;quot;Beyond the farthest stars we go!&amp;quot; &amp;quot;There is no fear we shall know!&amp;quot; &amp;quot;FOR THE EMPEROR YO HO!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|Number = Unknown &lt;br /&gt;
&lt;br /&gt;
|Founding = Unknown (dawn of the 36th Millennium)&lt;br /&gt;
&lt;br /&gt;
|Successors of = Unknown (First Chapter Master was of the Novamarines. Geneseed stock information used for the creation of the marines was mysteriously expunged).&lt;br /&gt;
&lt;br /&gt;
|Successor Chapters = None&lt;br /&gt;
&lt;br /&gt;
|Chapter Master = Ahab, aka: Master Blackbeard&lt;br /&gt;
&lt;br /&gt;
|Primarch = Unknown&lt;br /&gt;
&lt;br /&gt;
|Homeworld = Fleet based. A combination of Nomad-Predation based Fleet system with elements from Crusader based Fleets (previously Crowe&#039;s World’s The Spire.)&lt;br /&gt;
&lt;br /&gt;
|Strength = Above standard Chapter numbers, yet due to the fleet being spread out among both the known Calico regions and the undiscovered areas beyond them, as well having a small force operating somewhere in the Ultima Segmentum, it is unknown how many of them are active (estimated 3000 with companies having varied numbers of marines within their ranks).&lt;br /&gt;
&lt;br /&gt;
|Allegiance = Sworn to the [[Emperor]] and the people of the [[Imperium]].&lt;br /&gt;
&lt;br /&gt;
|Colours = Black, secondary colour varies from ship to ship.&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
From the reaches of the Calico Stars, comes a Chapter that nobody have ever thought would exist. Once known as the Void Eagles, a Codex Chapter, they sail the [[Warp]] currents aiding the colonies of the known Calician Regions as well any Imperial planets and forces they come upon, hunting down the dangers that threaten them, and plundering everything that is not Imperial...or was once yet went completely renegade after getting drunk with power. They are both the [[Emperor|Emperor&#039;s]] [[Space Marines]], as well as [[Rogue_Trader_(RPG)|privateers]] that travel the unexplored regions in search of a artefact only known as the Ultimate Treasure, and they will search for it, even if they would have to steer into the heart of the Eye of Terror for that. They are the Black Locks. And they are in it for the Emperor…as well the wenches, loot and rum.&lt;br /&gt;
&lt;br /&gt;
==ORIGINS OF THE BLACK LOCKS==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;I did my share of deeds to ensure that the Chapter would become strong enough to protect both the Calico Stars, HIS people, HIS planets, as well as to find the treasure that would restore HIM to HIS former glory and launch a new Great Crusade...YET IF I KNEW BACK THEN HOW THE MARINES WOULD CHANGE, THEN I WOULDN&#039;T HAVE STAYED ON CROWE&#039;S WORLD.&amp;quot;&#039;&#039; - Venerable Castor. Former Chapter Champion of the Novamarines, former Chapter Master of The Void Eagles, Venerable Contemptor Dreadnought of the Black Locks Honour Guard&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Space Marines of The [[Black Locks]] chapter are a unusual force of marines. Once known as a Codex Chapter of the Void Eagles, they were originally created in the earliest period of the 36th millennium to protect the colonies of the Calico Stars, a region that was warp-storm ridden, filled with void beasts and plagued with occasional and severe pirate raids, yet rich in resources and rife with archeotech to be discovered. The region itself was very close to the core of the galaxy, and it was located in the Ultima Segmentum. &lt;br /&gt;
&lt;br /&gt;
The Void Eagles’s geneseed was of unknown origin, since any data on that was mysteriously lost. The chapter, thou having commanders of their own, still didn’t decide on a Chapter Master, and they didn’t know what awaited them in the regions. Thus they were assigned a group of Novamarines to have them properly adhere to the Codex Astartes. The group’s leader was a mighty veteran that once ventured into the Calico Stars in his younger days, and his name was Castor Virtillius. Originally sent in there in the 813.35M as part of a Novamarine strike group under the supervision of Inquisitor Horatio Amarello of the Ordo Malleus to hunt down a Thousand Sons Sorcerer  by the name of Jyvs Odane, Castor himself didn&#039;t know what he was going into. &lt;br /&gt;
&lt;br /&gt;
He visited and fought among the worlds of the Calico, slew the various void beasts and saw both wonders and horrors that no Astartes has ever seen. When the strike force finally cornered the sorcerer on the Shrine World of Crowe’s World in the Nautilus Sub-Sector, they struck into his sanctuary after defeating his Rubric Marines. The sorcerer wanted to plunge the sector into a warp storm to harness its secrets, but the Novamarines arrival made him use his warp crystal (that he was using to drag the sector into a warp storm) to transform into a Daemon Prince to combat them, yet when the marines barged in, they met Odane halfway through his transformation.&lt;br /&gt;
&lt;br /&gt;
However, the half Chaos Marine half Daemon proved to be immensely powerful and obliterated most of the strike force and threw the rest of the members around with his telekinetic wave, either impaling them on the spikes in his sanctuary, or hitting them with such force that they lost consciousness. Only Castor and Horatio were still capable of fighting, yet the Inquisitor’s left arm was broken, and without it he couldn&#039;t properly wield his Daemon Hammer. The half daemon knowing that nobody would disturb his ascension, returned to finish what he started, as well to end his ascension. By doing this he lowered his guard, thus allowing Horatio to throw a melta charge at him. This reduced Odane to a mass of flesh and psychic energies. The sorcerer struck Horatio with a bolt of warp lightning, yet he didn’t saw Castor charging at the crystal with Horatio’s Daemon Hammer. Smashing the crystal, Castor severed Odane’s link with the warp, causing the encroaching warpstorm to receded, while Odane was reduced to a harmless pile of flesh (which was still conscious). &lt;br /&gt;
&lt;br /&gt;
The surviving Novamarines grilled the Sorcerer and dug him deep underground (and further covering it with holy soil), where he’d stay forever. On the place where the Thousand Sons marine was dug, the Novamarines called the Ecclesiarchy to build a chapel there so that Odane wouldn’t free himself. Along the bodies of the saints that were to seal off the daemon, Horatio would also be entombed there along his Daemon Hammer in case Odane found a way to dig out. The Novamarines oversaw to the chapel’s construction. Until it was constructed, they wouldn&#039;t return to Honorum.&lt;br /&gt;
&lt;br /&gt;
During the chapel’s construction, Castor went out to recon the area around him until he found himself at the seaside of the large island where Odane’s razed sanctuary was located. He found there a cave with a unusual dweller in there. It looked human, but it had coral elements all over its body. The being was not hostile, it was actually friendly towards the Astartes, going even so far as inviting him to eat with him the meal he cooked. Castor thought of it as a deception, yet despite being suspicious, he accepted the invitation. What he later found out from him was something he didn’t thought of. &lt;br /&gt;
&lt;br /&gt;
The Coral Man’s name was Severus Trask, a former privateer from the colony of Port Royalty. A pious member of the Calician Fleets, he started a thorough project of claiming new worlds for the Colonial Powers in order to find new resources and STC. However there was a accident during one such colonization attempts and he got infected with small coral-like parasites that now inhabit his body (and partially mutated him physically). Because of this he had to go into hiding, which resulted in colonizing more of the undiscovered regions of Calico to slow down until the project nearly halted. Yet with what he heard from his still loyal crew members, all what happened to him was a sabotage, as if someone purposely made it so that Severus’s project would fail. The project itself was to eliminate the threat of stagnation that was slowly starting to become visible. The coral man was now perceived by Castor as someone completely different, and every few days he’d come back to visit Severus until the chapel was finished. Severus would always tell Castor about the customs among the colonies that the marine didn&#039;t have time to learn, about his days in the Navy and of his adventures of fighting renegades, aliens and void monsters. &lt;br /&gt;
&lt;br /&gt;
On the 5th month, three days before the chapel was finished, Severus was very ill. He knew that his time was slowly coming to a end. The coral man told Castor that the Emperor is calling him to his side, yet he regrets that he’s departing with his work undone. If there were someone who could help the colonies to become strong, to help the Calician Navy and to do something about the raiders that constantly attacked the people of Calico, then he’d rest well in the afterlife knowing that somebody would attempt to continue his work. With his last ounce of strength, Severus pointed out into the deepest parts of his cave, telling the young Castor that there is something that would be of good use to him. To someone that he considered a good man that spent some of his time with a old void wolf like him. After this, the Coral Man known as Severus Trask died peacefully while Castor stood by his side.&lt;br /&gt;
&lt;br /&gt;
After giving him a proper burial, Castor went into the deeper parts and discovered that what Severus kept in his cave. A golden suit of Cataprath Terminator Armour, filled with gemstones and other valuables. The marine wasn’t worthy to even think about touching it, so he instead hid it behind rocks so that nobody would find it. On the day when the Novamarines were to leave, Castor promised himself that one day he&#039;d come back to the Sector, claim the armour and more importantly, continue Severus’s work.&lt;br /&gt;
&lt;br /&gt;
Centuries later, after extensive and exceptional duty, gruelling fighting and climbing the chain of command, Castor became part of the 1st Company. A mighty warrior he became, Castor constantly thought about what he promised himself back when he was on Crowe’s World. Finally he got the chance, as with the dawn of the 36th millennium, a new founding was to begin, and new chapters were to be founded. Among them were the Void Eagles which were created to guard the colonized regions of the Calico Stars. The regions currently being too large to simply make the young chapter have a designated homeworld, it was decided that the Void Eagles would become fleet based. For this, Castor (who already had some experience with the Calico regions) and a group of Novamarines were selected to show the fledglings how to properly function as a fleet based chapter, as well to instill the Codex Astartes into them. &lt;br /&gt;
&lt;br /&gt;
Troubles began when the Void Eagles arrived to the Nautilus sector. Over the years, strange offshoots of the Void Kraken made their home there. Void Cutlers. Small, swarm living beasts that looked similar to their larger and voracious cousin, yet shared the same appetite with it, attacked the Void Eagles ships. For some bizarre reason, as if controlled by someone’s will, the Cutlers struck at those ships where the captains and Novamarines were located, killing them in a single stroke. The marines fought off the void beasts, yet found themselves headless. Without someone to efficiently command them, the Void Eagles would have it even more difficult to adjust to the star regions. Miraculously, Castor survived the close contact with the beasts. Seeing this as a blessing from the Emperor, the Void Eagles declared the Novamarine their first Chapter Master. Now it was up to Castor to shape the Void Eagles into a force to be reckoned with. Taking examples from his home chapter, Castor ordered the establishment of a enormous space station, that was later known as The Spire, in the gravity well of Crowe’s World and set off the fleet into multiple directions to aid the Colonies and fight off the threats. Yet having already experienced fighting in the regions, he knew that he’d have to use alternative methods.&lt;br /&gt;
&lt;br /&gt;
The Novamarines were one of those Chapters that adhered rigorously to the Codex Astartes, as well being of the Monodominant philosophy. That saying, they see everything deviating from Imperial norms as heresy. In Castor’s  and the Void Eagles case, adhering to the Monodominant  ideas (as well relying too heavily on the Codex) was actually ill advised, for the Calico planets forced adaptation on them. Castor back in his younger days learned that rule really quickly, as during the hunt for Odane, some vehicles were simply useless due to what kind of planets the Calico Stars had. Most of the planets by some strange turn of events were in slightly above 80% aquatic, with little land. Added that some planets had gravity that was either greater or lesser than that of Terra, resulted in each colony having their own unique structures. Some colonists build immense spires high enough to pierce to the exosphere and further, yet were sleek and tower-like compared to a actual hive-world. Others build smaller port city states ruled by larger, more powerful ones, and some built their structures in the form of giant underwater metropolises. Added that the fauna and flora were nearly always exotic, ranging from really small to titanic (often equal or bigger than a Warlord Titan). Such places required different tactics in order to not only operate, but to also survive, as quite some of the planets were classified as Death Worlds.&lt;br /&gt;
&lt;br /&gt;
Use of vehicles larger than Rhinos and that couldn&#039;t fly was very difficult to apply, since the gigantic flora and terrain simply slowed the heavier machines. Predators were of little use since in order to quickly transport their brethren, the Void Eagles converted them into Rhinos and Razorbacks. Whirlwinds were simply useless since the thick, gargantuan foliage of some planets simply either prevented them from being fully used or simply couldn’t hit their targets and instead hit the enormous trees. Land Raiders…simply got stuck in deep pools of mud. In order to fight their enemies, the Void Eagles eschewed many of their vehicles for Land Speeders and Stormtalons, leaving only Rhinos, Razorbacks and Vindicators, as well their Dreadnoughts. &lt;br /&gt;
&lt;br /&gt;
Over time the Eagles started to change in terms of mentality, which Castor, despite of all his capabilities, failed to stop. Even the recruits that were taken from the Calico colonies to be turned into Neophytes were difficult, as their independent and brash nature was slowly changing the Chapter. Even the murderous discipline set by the Chaplains, combined with extended psycho-conditioning and hypnosis failed to completely eradicate these traits. Deviations from standard Codex tactics were more frequent. Make-shift plans, reckless uses of jump packs, use of non-standard wargear was just the harbinger of changes that were to affect them. Castor thought that a crusade would be fine enough to discipline the Chapter. Thus in 045.36M, he amassed the entire fleet around the fortress of the Void Eagles, when something unexpected occurred.&lt;br /&gt;
&lt;br /&gt;
A immense battleship that belonged to the famous Rouge Trader by the name of Nathaniel “Jolly” Roger Sinclair emerged from the depths of the Warp, hunted by Dark Eldar and sending distress calls on multiple frequencies. The battleship emerged from the Warp with such force and speed, that the Chapter fleet was unable to stop it in time from crashing on Crowe’s World. With Roger’s ship crashing down on the planet’s surface, the Dark Eldar ignored the Void Eagles and began planetfall. The Chapter couldn’t overlook this and they too made planetfall, engaging the xenos before they could get to Sinclair’s ship. Although the Dark Eldar had the element of mobility, to their surprise, the Void Eagles were equal to them in speed. Combined this with the flexibility of their recruits, they defeated the xenos and sustained minimal losses, albeit one was incredibly grave. Castor too took part in the fight and was grievously wounded by massed fire. The marines thought of their Chapter Master dead, yet by luck and sheer stubbornness, Castor somehow survived, yet his condition was deteriorating. The only way to save him was interment inside a Dreadnought, and the Void Eagles knew which vacant Dreadnought to use. Before departing for the Calico Stars, the fledgling chapter was given a single Contemptor Dreadnought as a sacred relic and a good luck charm for their new beginning (ironic considering what happened later when they arrived to the Nautilus Sector).&lt;br /&gt;
&lt;br /&gt;
After awakening in his new mechanical form, Castor asked about what happened to Roger. The Void Eagles found him beyond rescue, and at least put him into stasis so that the Dreadnought could ask him why he was pursued by Dark Eldar. After getting Roger out of stasis, the Trader told the Dreadnought Castor why the xenos pursued him. “Jolly” Roger discovered a evolving star map of the regions so ancient, that it dated back to the times before the Age of Strife begun. The star map led to a great treasure. The Ultimate Treasure. A piece of archeotech so precious, so advanced, and so powerful, that it could heal even the most horrid of wounds, even those that could make even a Primarch come close to dying. The Dark Eldar pursued him to obtain information so that they would use it for themselves. The treasure was however hidden so well that only the Emperor himself knew its location, and only by collecting the twenty pieces of the Halcyon Disk, that when combined with the star map, would show the location of the treasure. The fragments however, were scattered over the whole known galaxy. Roger already uncovered one piece of the disk and found clues on the other two parts. The Rouge Trader gave the Void Eagles all that he knew on the treasure (as well his Warrant of Trade) with what little strength was left in him before his soul left for the underworld. If he had to die, then better if someone he entrusted with his legacy would find The Ultimate Treasure in his place. With that, he died, and the marines gave him a proper burial.&lt;br /&gt;
&lt;br /&gt;
With such information, the Void Eagles were actually shocked that there was something this powerful. For Castor it was a sign. A clear mission for the Void Eagles to win the greatest of honours. Causing the God Emperor of Mankind to have his wounds healed, and rise again to walk among His people would be something that would bring a new and better situation for the Imperium, if not returning to the times of its Golden Age. But he also realized that something like that existing would invite powers that would misuse this arheotech artifact, and the galaxy had no shortage of such beings. From the clues that Roger had, it was apparent that the next two disk elements were hidden among the unexplored regions of the Calico Stars. That would be a very thought journey, for in order to avoid the Warp Storms and void beasts, the Chapter would have to become stronger, yet also would need to better protect the Calico Colonies when it wouldn’t search for the pieces at the moment. For that, some decisions had to be made. The unexplored parts were considered hostile to the point that even entire fleets after returning from them came back either devastated or were never coming back at all, and without the right equipment, it would be close to impossible to survive without taking casualties.&lt;br /&gt;
&lt;br /&gt;
Thus Castor had to chose. Stay true to the teachings of the Codex and that of his Chapter, or to bent or even break some of them in order to gain the edge if they had to find those disk parts. After three days, he decided. The one hundred man strong companies would go in their own directions, travel the areas that are explored, as well the borders between them and the unexplored. After four hundred  years, they would return back to Crowe’s world. During that time, they would expand their numbers, gather unique artefacts, master specific forms of warfare needed to fight in the regions, and return to Crowe’s World to become whole again. In the meantime Castor would remain on Crowe’s World to await his brothers. And so, the companies exchanged some of their troops in order to create balanced forces before leaving. With that done, the ten companies of the Void Eagles left Crowe’s World for a four hundred year long journey. &lt;br /&gt;
&lt;br /&gt;
During that time, many things happened. The Age of Apostasy, The Plague of Unbelief, the death of Sebastian Thor. These were dark omens that signalled difficult times for the colonies, as xeno and Chaos raids were slowly becoming both stronger and even more frequent. The Calician Navy where doing their best, although they barely fought off the assailants despite them being barely at nominal strength and having some of their ships go renegade. There were also rumours of strange black ships that appeared out of nowhere and struck at the Navy’s enemies and the renegade elements before disappearing back into the warp.&lt;br /&gt;
&lt;br /&gt;
Castor waited on Crowe’s World, going into stasis every couple of decades for one or two years while guarding the suit of Terminator Armour that old man Trask kept in his cave. Finally, after four hundred years of wait, the Void Eagles came back. Stronger, more numerous, and altered to look for the treasure. Castor was happy that the marines returned, yet he didn’t know how the voyage changed them. When he met the ten captains of the companies, his joy quickly faded. The Void Eagles did indeed come back different, but Castor didn&#039;t know that they changed to the point they became as if they were from different chapters. Added that each of the captains behaved…in a very special manner. Castor felt as if he fell asleep and was stuck in a nightmare. Each of the companies turned into some sort of Rouge Traders gone horribly unorthodox (from his point of view, being a Monodominant) in every sense. It was something that made the Novamarine’s eyes bleed when he looked on them.&lt;br /&gt;
&lt;br /&gt;
Even though they did change in a drastic way, the Void Eagles did return to honour the promise set four hundred years ago. Yet there were some similarities. Although having various trim colours and heraldries, everyone in the companies shared the same black power armour and left the chapter symbol, a white eagle on a black background, unchanged. Additionally, despite the fact that they operated in various parts of the Calico Stars, they did maintain contact with each other (although it ranged from sporadic to frequent).&lt;br /&gt;
&lt;br /&gt;
The companies were The Black Cutlasses (who had the Void Eagles’ original colours, with the exception of burgundy belts). The other companies incorporated different colours into their left arm and chest armours, as well the burgundy belts. The Crimson Blades (who incorporated red), The Holy Treasurers (who gladly added burnished gold), The Void Plunderers (who incorporated silver), The Rum Grails (who added honey yellow to theirs), The Myst  Graves (who incorporated regal blue), The Warp Cutters (who added dark purple to their own), The Blazing Cannons (who added grey), The Hex Company (who incorporated cyanide blue), and the Corsair Hearts (whose were orange). &lt;br /&gt;
&lt;br /&gt;
Each of them were led by fearsome captains native to the regions. Those were the captains that actually reformed the ten companies into what they become.&lt;br /&gt;
&lt;br /&gt;
The captains were as followed:&lt;br /&gt;
&lt;br /&gt;
*Alexander Warford of the Black Cutlasses&lt;br /&gt;
*Shaktu the Slayer of the Crimson Blades&lt;br /&gt;
*Obadiah Goldenroad of the Holy Treasurers&lt;br /&gt;
*Cog Master Gomez Armadillo of the Void Plunderers&lt;br /&gt;
*Lorius Westfall of the Rum Grails&lt;br /&gt;
*Bernhold Nightwalker of the Myst Graves&lt;br /&gt;
*Vasco Descubra of the Warp Cutters&lt;br /&gt;
*Jean du Marque of the Blazing Cannons&lt;br /&gt;
*The mysterious Samdi Baron of the Hex Company&lt;br /&gt;
*Carlos Embereyes of the Corsair Hearts&lt;br /&gt;
&lt;br /&gt;
There was one small thing that did bother venerable Castor. In order to function well, the Chapter would need a Chapter Master that would exercise his capabilities in order to make the marines find the Ultimate Treasure, yet the Void Eagles didn’t select one in the four hundred years after the Novamarine was entombed inside the Contemptor. Castor thus suggested for one to be chosen. The Captains themselves thought about that, and accepted the Dreadnought’s advice. Soon that would drive the Novamarine raging…&lt;br /&gt;
&lt;br /&gt;
The Captains wanted to vote the new Chapter Master. The voting took place on the fortress station that served the Void Eagles back before each of the Companies ventured in different directions. In a immense meeting room they were deciding on who would lead the Chapter. This however quickly spiralled into a one month long series of arguments, threats and random objects flying in all directions (not to mention that each of the captains that took active action in the voting were putting votes on themselves). Only Gomez, Bernhold and the Samdi Baron were completely neutral over it. Finally, on the 30th day, the Samdi Baron voted for Captain Alexander to become the Chapter Master, thus having the Black Cutlass winning with two votes (his and the Baron’s). &lt;br /&gt;
&lt;br /&gt;
The Captains that were the most active went into a uproar and demanded another voting. This was the final straw for Castor who took part in it as a observer for the voting. The Contemptor smashed his power fist into the table,  knocking down everyone (except the Baron who levitated above the ground). Castor then started to complain about the Captains being this bloody selfish and told them how he wanted to make the Void Eagles stronger in order to not only find the Ultimate Treasure, but also to fulfil the promise he made himself to continue the work of Severus Trask, centuries ago when he was still a young battle-brother. Thus with anger in him, the Dreadnought left the room grumbling curses under his nose.&lt;br /&gt;
&lt;br /&gt;
The Captains after hearing the name of Severus Trask immediately stood up. They heard about the man that planned to make the colonies bloom by investing in a project that would expand their borders and make them prosper. His disappearance left the project nearly to a standstill. After a while, the ten marines sought out Castor to tell them more about how he met Trask. The Dreadnought told them how he met him and saw him dying. He told them about why he that quickly climbed the chain of command back in the Novamarine Chapter. He did all of this to continue Trask’s work. The Captains that went into a uproar saw how foolish it was to question the voting. Thus they accepted Alexander as Chapter Master, and the first one to do so was no other than the biggest rival of the Black Cutlass, namely Shaktu himself. Seeing this, Castor thought that there is still a chance for the Chapter to find both the treasure and to fulfil the promise to old man Trask.&lt;br /&gt;
&lt;br /&gt;
The next day the Captains, their retinues, and Castor flew down to Crowe’s World, to the cave in which Severus lived. The Dreadnought, along with a group of serfs and Techmarines, took Castor into the cave. A hour later they emerged, and Castor presented the others with Alexander in the Terminator Armour that was inside Severus’s Cave. Its golden surface shining in the sun of the Nautilus Sub-Sector, the Chapter Master of the Void Eagles stood proudly in it. The other marines gasped at their leader with astonishment, while the Captains had various levels of impression (the one who was literally amazed was Gomez…justified because of being a Techmarine with a unhealthy obsession with everything technological). &lt;br /&gt;
&lt;br /&gt;
With the companies reunited, and with him as the most important figure in the Chapter, Alexander decided that in order to celebrate it, there would be a great feast on which he would announce something important. The celebration took part on the fortress station. Everyone from those who were to become Neophytes to the Captains themselves took part in it (not to mention the Dreadnoughts and the Serfs). It all proceeded in a brotherly atmosphere.&lt;br /&gt;
&lt;br /&gt;
There, Alexander announced that with the Chapter as a whole again, the marines were no more the Void Eagles that left the planet in order to become strong. They came back different, each one of them even different from each other, yet still sharing some similarities. For this, the Chapter Master  declared a change in the name of the Chapter as a symbol of a completely new beginning. Thus he announced that the Void Eagles are no more, Alexander changed for this the title of Chapter Master into something befitting the marine’s current state. And thus the Black Locks were born, and Alexander became the first Master of The Dread Fleet (much to the grumbling dissatisfaction of Castor).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==LATER EVENTS==&lt;br /&gt;
===Waaagh! BlitzZappa and The Naval Battle for Maginote===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Our Chapter&#039;s first action after we got reunited. And we did it in a quite showy way.&amp;quot;&#039;&#039; - Brother Vaksi of the Holy Treasurers on The Naval Battle for Maginote. Chapter History documentation sub-department of the Company Vaudon Cove&lt;br /&gt;
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After reuniting the companies, the Void Eagles, now calling themselves the Black Locks, left Crowe’s World to find clues on the Ultimate Treasure. After the Dread Fleet jumped into the Warp, they immediately received a distress signal from the 7th Colonial Fleet of Fort Parquet that engaged a Ork Waaagh! near the planet of Maginote. Although it wasn’t that big, it was enough menacing due to the Colonial fleets already strained over the borders of the colonized regions. &lt;br /&gt;
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Master Alexander immediately told to set course for Maginote. At the time the Locks arrived, the battle raged on between the fleet that was further reinforced by the 9th Colonial Fleet of Port Royalty, and the Ork Waaagh! that was led by a infamous Ork Mek by the name BlitzZappa. If Maginote fell to the Orks, then the greenskin would’ve used it as a staging ground to launch their forces deeper into Imperial space. &lt;br /&gt;
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The Black Locks charged their ships from the flank at the Ork Fleet immediately after leaving Warp space. With speed and surgical precision (as well with the aid of deception) the marines lured away from the Colonial fleet almost half of the Waaagh! into a trap, yet even with the Imperial forces now being relieved, the Orks still posed a threat as long as their leader was still alive. &lt;br /&gt;
It was decided that BlitzZappa’s flagship would be boarded and the Mek dealt personally by a small strike force, while the rest of the fleet aided the Calician Fleets. Alexander, Shaktu and Lorius went to lead the assault on the flagship along with three Terminator lots, six Tactical lots and four Dreadnoughts, among which was Venerable Castor. The nine lots and four Dreadnoughts blasted their way inside the flagship, cutting and gunning down any Ork opposition. This slaughter continued until the strike force finally got to BlitzZappa’s extremely spacious command room. &lt;br /&gt;
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The Mek was sitting inside a giant tower (on the very peak of it), wired in and activating the enormous gun-mounted arms that sprouted from it. The Black Locks knew well that killing the Mek was not going to be a easy task, but this was something that none of them expected. Apart of this, the Locks had to hold off new numbers of Orks that were pouring into the command room. The Ork immediately claimed six marines and three Terminators with its insanely powerful flamer weapons, and Castor was its next target. Knowing that there was no hope for dodging the blasts, Alexander braced himself for the attack, only to find to both the Ork’s and his own surprise that the flames didn’t incinerate him, nor melted the armour. It was the Cataprath Armour that protected him, as it was for some strange reason completely flame proof (including the helmet). &lt;br /&gt;
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The Ork was stupefied and later on furious that his weapons had no effect on the Master of The Dread Fleet, thus the Mek concentrated all firepower on the flame-proof Alexander. Meanwhile Shaktu and both the Crimson Blades and Black Cutlasses held the upcoming Orks at bay. Lorius and his Rum Grails, with the support of their Dreadnought and Castor, looked for a way to bring down the giant tower, as normal weaponry couldn’t penetrate it...that is until the Locks found a crack in the tower’s armour. Lorius then proceeded to throw in a demolition pack inside and the marines ran away so to not be caught in the blast. &lt;br /&gt;
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The explosives tore the insides of the structure, and the tower started to collapse. The Mek BlitzZappa was quick to eject himself, only for him to find out to his horror that he was landing directly into the opened power fist of Castor. The Contemptor crushed the Ork into a bloody pulp, resulting in the Waaagh! to go into disarray and infighting. This made it much easier for both the Imperial Navy of the Calician Colonies and the Dread Fleet to defeat the threat.&lt;br /&gt;
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With the timed arrival, the Admirals of the Calician fleet were indebted to the Black Locks, and the Marines themselves won the trust of the military forces of the Calico Colonies.&lt;br /&gt;
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===Saving House Gentius===&lt;br /&gt;
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&#039;&#039;&amp;quot;Those Gentius fellas are actually pretty darn swell. They don&#039;t mind a good drink, though we do not allow for any when we&#039;re about to do warp jumps. Being light years off course is darn irritating.&amp;quot;&#039;&#039; - Veteran Harsten of the Rum Grails&lt;br /&gt;
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After the Naval Battle for Maginote, the Black Locks gained the trust of the Calician Forces that started to quickly spread the news of their actions against Waaagh! BlitzZappa. The Black Locks wanted to immediately search for those parts of the Halcyon Disk that were among the Calico Stars, yet as the Battle for Maginote proved, they needed to find ways to protect the Calico Colonies at the same time when they would search for the disk parts. The Locks needed allies. Loads of allies that would join them. Thus they needed to forge bonds with the rest of the factions that lived in the colonized parts of the Calico Stars. Although each company already had contacts and pacts with individual organizations, the Black Locks needed to make ties with the Colonial Powers and those who would aid them in their search...and there was one such that would help them navigating through the undiscovered regions and through the whole Ultima Segmentum. &lt;br /&gt;
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It was a Navigator House that was known to produce especially talented Navigators and were also known to be exceptionally knowledgeable about Warp currents. That was House Gentius in general. A Navigator House that was once living in the Navigator Quarters on Holy Terra itself, due to a seemingly innocent incident, the House had to leave its holds and become a Nomadic House on the line of being renegade in terms of producing more powerful Navigators. That nearly caused them to bring horrid mutations on themselves, yet it resulted in their bloodline to have a unique link with the Warp. They however, for some strange reason, rarely give their members to fleets other than Rouge Traders and similar Privateers.&lt;br /&gt;
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The Black Locks set out to find the house’s main base and home known as The Prophet’s Eye, a heavily modified Emperor Class Battleship, to ask them to lend some of their members to the Dread Fleet. Most of the time, the house would travel through the areas controlled by Port Royalty, thus it is these places that the chapter would look for them. Through the connections of the Holy Treasurers among Rouge Traders and the Merchant Fleets, the marines determined House Gentius’ location. The Locks entered Warp Space and travelled to the probable location of The Prophet’s Eye. When The Dread Fleet arrived, they were lucky that they found the ship that was home to the members of the household for millennia...with a fleet of Chaos Marines besieging the Navigators.&lt;br /&gt;
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The Chaos fleet was identified as that belonging to multiple ones. The Foresworn, Angels of Ecstasy, yet the largest group was the Apostles of MinThras who coordinated the attack on the Prophet’s Eye. Their fleet numbered three Battle Barges, four Strike and two Retaliator Cruisers, while two Avenger Class Grand Cruisers and four Overlord Battle Cruisers guarded the Gentius Ship, yet even with that much firepower the Navigators would fall to Chaos. Master Alexander immediately called for a red alert and ordered the Dread Fleet to intercept the Chaos ships and secure The Prophet’s Eye. &lt;br /&gt;
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The Black Locks immediately teleported in their Terminators and send in their Boarding Parties to aid the defence of the Gentius Battleship, while the rest of the Dread Fleet occupied themselves with eliminating the Chaos Fleet itself. The battle inside the immense Battleship was a heated one. Although well trained and equipped, the Gentius Bodyguards and Prophet’s Crew barely hold key positions while most parts of the ship fell to Chaos boarding parties. The arrival of the Black Locks turned the tide in favour of the defenders, yet the traitor scurvy dogs still occupied the areas of the ship that they overrun. These positions were however reinforced, and flushing them out would take the Locks time (not to mention the Chaos Marines teleporting in their own Terminators). The Myst Graves Scouts that took part in the fights used the ventilation systems to plant explosives and remotely detonate them right next to the enemy positions that were too heavily fortified, resulting in controlled damage and literally vanquished opposition. This allowed both the Locks and the Prophet’s Crew to take back the weakly defended elements and drive away the Chaos Marines.&lt;br /&gt;
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Meanwhile in space, the Dread Fleet alongside the Prophet’s escort drove away half of the Chaos fleet back to the Warp and critically damaged the rest of it (including one of the Battle Barges). After the battle, the Navigators were grateful that the Locks appeared saving them and the people that worked for them. For what the marines did, the navigators became completely oathsworn to them. It was still unknown back then to the Black Locks on how did the Chaos Marines appeared this deep in colonial territories, not to mention why would the Apostles of MinThras and their allies attack the Navigators of House Gentius. Later on the marines would learn very soon that the attack on the Navigators was a part of something much more darker and sinister.&lt;br /&gt;
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The Locks aided with repairing the damage done by the Myst Grave’s “pin-point bombing” and with giving the final passages to the dead. After this, the Navigators distributed some of their own members along with their families to the Astartes. Since then the marines gained a ally that would give them the edge in both fighting for the safety of the colonies, as well looking for the Halcyon Disk parts.&lt;br /&gt;
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===Defence of The Cradle===&lt;br /&gt;
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&#039;&#039;&amp;quot;Chaos can worm itself everywhere. Nobody is beyond it...save for The Emperor who is beyond the reach of the Great Enemy.&amp;quot;&#039;&#039; - Executor Lombrasso of the Serpent Watch on Chaos&lt;br /&gt;
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A decade after the Chaos incident with House Gentius, the Black Locks needed to forge relations with the Colonial Powers that governed the colonies, as well deepen those that were already forged by individual companies. For this, the marines needed to visit a certain place that was essentially the only place that was considered both neutral ground for all the colonies and the Seat of the Lords there, as well as the main trade route between colonial territories.&lt;br /&gt;
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The Cradle of the Azurean Star System, as it was called, was the first planet of the Calico Stars to be colonized by the ancestors of the current colonists. It was from there that four colony fleets left onwards to settle among the planets that would be known respectively as the Hive Colonies of Port Royalty, Saint Rico, Fort Parquet, and Blessed Philip (which later would expand further to other planets). There were times when the Colonial Powers rivalled between each other for resources and influence, yet these rivalries turned into isolated firearms incidents at worst, for the Lords and Noble Houses (well, the more competent) that ruled over the colonists made it sure that these incidents wouldn’t escalate into a full blown war for territories and religion. &lt;br /&gt;
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The Cradle was supposed to be a symbol that unified the colonies that were so different in customs, tradition and yet had many elements in common with each other. This neutral ground is where Master Alexander requested for an audience with the Colonial Lords. Soon the Master of The Dread Fleet and the other Captains got the permission for an audience and landed on The Cradle. The planet had enormous spires of gold sprouting from its surface, and on said surface below, were lush jungle forests. It was indeed a sight to behold.&lt;br /&gt;
The Captains met with the Lords in one of the spires to discuss matters on mutual aid. However, the Samdi Baron felt that something was not right. Due to this Alexander ordered Bernhold to look up the situation after the Hex Company Captain’s psychic awareness flared up. The rest of the Captains realized this, yet they wanted to continue the audience with the with the Calician Lords. When the audience was coming to a conclusion, alarms blared as enemy forces attacked. &lt;br /&gt;
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The Lords themselves were stunned with disbelief that the Cradle was actually attacked. The planet was defended with rings of long-range orbital torpedo launchers, anti-fighter emplacements, and more importantly, powerful fortress stations that were additionally defended with multi-layered void shields and aided by heavily armed battleships. The problem was that the attack came from the surface. How it happened was unknown. Additionally the defences on the surface were much weaker than the orbital ones since nobody expected that somebody would even try to attack the planet from space and pierce the aforementioned defences. How did ground forces appear was both not only a stupefying, but also a unbelievable thing. The Captains of the Dread Fleet called in their own men to aid the PDF against this unknown enemy. Soon the Black Locks found themselves facing the same enemy, yet even more terrifying than the last time.&lt;br /&gt;
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The Cradle came under attack from a combined force of both Nurgle and Khornate armies made up from not only Cultists and Chaos Marines, but also of Daemons and Daemon Engines. The PDF fought bravely against the foul wave of Chaos Forces in the jungle areas, but even the bastions from which they were holding off the enemy were falling one after another. The Black Locks, along with detachments of Bondsmen, struck at the foul traitors and their daemonic allies without mercy, hitting them where it would hurt them greatly. Myst Graves and Warp Cutters sowed havoc among the flanks of Nurgle’s servants while Crimson Blades and Corsair Hearts clashed in melee with Khornate fighters. Rum Grails and Blazing Cannons immolated hordes of  ravening Cultists and annihilated Chaos armour. Holy Treasurers and Void Plunderers supported all three groups from being outflanked, while Black Cutlasses guarded the Witch Doctors under the supervision of the Hex Company Doctors from daemonic attacks until the ceremony conducted by the Elder Doctors was complete. When the ceremony was finished, a tidal wave of ghostly warriors appeared out of nowhere, cutting down every Chaos worshipper and daemon alike. The heretics and warp spawns tried to retaliate, but their hits and shots simply passed through the ghosts while the latter’s weapons passed their protections and cut their flesh.&lt;br /&gt;
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Meanwhile in the spire where the audience took part, the Lords still tried to find out how a Chaos Force of such magnitude appeared on the surface of the Cradle without planetfall, while some of them coordinated the movements of the remaining PDF. Three of them acted strangely, as Lorius observed it, after the heretics and their daemonic allies appeared on the planet. &lt;br /&gt;
Suddenly the room’s doors broke open and a horde of cultists barged in. For some reason they were neither Nurgle nor Khornate, but had the symbols of Chaos Undivided. Although they were armed with Autoguns, they were no match for nine of the most deadliest marines of the Dread Fleet. Shaktu was the first to make contact with the heretics as he cleaved them with his Crimson Reaver. The other Captains also answered the tide with melee and gunshots. Jean especially tore into the Chaos worshippers by firing his Assault Cannon. After dealing with the cultists the Captains realized that Chaos Forces already infiltrated the spires. Another alarm went off. The powers to the orbital defence systems have been shut down.&lt;br /&gt;
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When the defences went silent, a large Chaos fleet appeared out of the Warp. Dozens of ships against the Dread Fleet and the Calician Fleet that was stationed there. Even with the Black Lock’s support, the Chaos armada had a large numerical advantage over the Imperials, and without the orbital defences active, the defenders would be easily wiped out. The Captains called in their men they left in the Thunder Hawks they arrived in. Gomez himself volunteered to restore the defences along with a group of Cog Brother Techmarines he called down for from orbit. Shaktu and Jean accompanied him along with their own men they called for, while the rest of the Captains except for Lorius and Carlos set off to aid the ground forces. The race against time has begun.&lt;br /&gt;
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The three marines and their men got to the generators powering the orbital defences that were in the shorter, bulkier looking spire. The traitors blew half of them while the rest shut down in order not to go haywire, but luckily the heretics overlooked the emergency generators when they left. Already presuming that the enemy will find out that they overlooked the emergency power plant, Gomez and his lads enacted the rites for activating the power plants and the generators, while Shaktu and Jean along with their men guarded the Techmarines.&lt;br /&gt;
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Meanwhile in space the situation was dire. Despite utilizing long ranged weapons to blow up or cripple a large number of the enemy ships, both the Dread Fleet and the Calician Joint Navy of The Cradle barely even slowed down the Chaos Fleet. Both Imperial fleets knew that if the orbital defences wouldn’t come back on-line, then they and the planet would be blown to kingdom come. &lt;br /&gt;
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The situation on ground on the other hand turned out differently. Both the Chaos Forces and the Imperials were matched, yet despite the heavy air support provided by the Black Locks (and that all cultists and Chaos Marines were dealt with), Chaos Daemons didn&#039;t seem to even have their numbers reduced. Instead the vile warp creations’ numbers were still growing. The Captains that arrived on the field got intel from orbit that the daemons are coming from a gargantuan cave in the centre of the jungle regions. In a normal situation the Black Locks would have bombed it from orbit, but the fleet was occupied with slowing down a incredibly sizeable Chaos armada until the Cradle’s powerful defences got back online and wiped the threat. The other problem was that due to the size of the daemonic incursion, the Locks were forced to limit themselves to entrenchment and hit and run tactics because of the amount of daemons that were flooding out of the cave. Add to this the even greater anti-air defence and it left the marines and the PDF with their hands tied down.&lt;br /&gt;
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There was however a small thing that everyone forgot about. Bernhold was still out there. The Captain of the Myst Graves along with a small lot of Cutthroats infiltrated the jungles where the cave was located. When the marines got there, they discovered that inside the cave was a warp portal. From its looks somebody must have constructed it previously, as it was impossible for daemons to simply build it without making anyone notice it. Bernhold knew that something would go wrong after the Samdi Baron’s psychic awareness flared up and that there was a high probability that it wouldn’t be the last time the chapter would meet The Great Enemy. Normally the Myst Graves, master infiltrators, wouldn’t be capable to sneak behind the daemons without being detected by those of them that were more psionically attuned to sensing living beings, if it wasn’t for a ace up Bernhold’s sleeve that he called in when the invasion began. The marines were accompanied by a Culexus Temple Assassin that covered them from being detected with its null powers. Finding an alternative route into the back of the cave, the Myst Graves sneaked inside and planted powerful timed demolition charges. After the group quickly exited the same way they got in, the charges exploded, and the portal shut down.&lt;br /&gt;
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After this, the Imperials could defeat the Chaos Forces that were on the ground, yet the battle in orbit was still raging on. While the Locks and the PDF fought the now finite numbers of daemons, the fleet above had it more difficult. &lt;br /&gt;
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Despite the impressive barrage of Melta Torpedoes, the Chaos Fleet was simply slowed a little. Using the smaller frigates of which they had a abundance, the large core element of daemonic warships sped towards the defenders. Meanwhile the three Captains and their men that went to fix the orbital defence’s power issues came under attack by cultists, probably the group that blew up half the generators and came back just in case. Though numerous, the chaos worshippers were no match for the superior firepower of the marines. It changed when Khornate Berserkers suddenly joined the fight. The Locks went on the defence in order to protect the generators while Gomez and his lads were fixing them. The fighting was in favour of the Crimson Blades and Blazing Cannons, due to having variety when compared to the traitors who were kitted out for close combat. Jean’s Terminators shredded the madmen from range, while those who got close were cut down by Shaktu’s Vanguards. &lt;br /&gt;
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Finally Gomez and the Techmarines activated both the surviving main and back-up generators. Above the planet, the enormous defensive rings and space stations came back to life and immediately started to open fire on the Chaos armada. The hailstorm of melta torpedoes and heavy guns blew ship after ship. Even the heaviest of Chaos vessels were blown apart or damaged.&lt;br /&gt;
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After a very long time of fighting, both Chaos forces on ground and in space were either defeated or routed. When the captains that were in the field returned to meet with the Lords that were left along with Lorius and Carlos, there was a surprise waiting in the room the conference took place. Two of the Lords were dead, while a third one was beaten and tied up by both Black Lock Captains that were left. These were the Lords that behaved strangely when the Chaos Forces attacked. It was discovered by both Lorius and Carlos (after interrogating the surviving one) that they were actually the ones that set up the attack on the Cradle. The entire coup was meticulously planned, yet none of the instigators predicted the marines would appear. This forced them to simply hasten their plans. When the battle on the planet’s surface raged on, the three tried to actually kill everyone in the room with some bizarre warp pistols, yet Carlos slashed the nearest of them and Lorius shot the second with his plasma pistol, while the third was wounded by flaming chunks from the latter. Why did they wanted The Cradle to be claimed by Chaos was clear. If Chaos claimed the planet, then it would not only serve as a staging ground for various Black Crusades, but also to demoralize the Imperial Guard Regiments and Colonies. Added how close the Calico Stars were to the Galactic Centre, not to mention to Terra, it wouldn’t be surprising for the Forces of Chaos to try everything do something like that. They only needed to lure people influential enough with promises of power.&lt;br /&gt;
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Now seeing how much the Black Locks did, the Lords trusted the chapter completely. Some would say that the Cradle incident was that one event that won over the Colonial Lords to the Black Locks’ side. If it went for the planet itself, then much purging had to happen. Many of both the PDF and the Locks needed to be mind scribed for corruption, as Castor himself taught them that everyone can be corrupted by being near anything Chaotic, or at least there would be a large possibility of this happening. The ancient jungles from which the Chaos Forces were coming from, had to be isolated and burned to cinders, while Chaplains and Witch Doctors further purified the purged soil with shamanistic rituals and holy prayers. The bodies of both dead Locks and PDF were collected and buried. In case of the first, the geneseeds that survived, the Apothecaries collected and screened for mutations so to create new Black Locks.&lt;br /&gt;
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And thus the Locks gained a new ally in their quest.&lt;br /&gt;
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===Aiding Fleet Tinkerer===&lt;br /&gt;
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&#039;&#039;&amp;quot;Ya know what? I could understand a bunch of Tech-Priest tryin&#039; to make an Imperial version of something done by xenos by removing anything that is even associated with aliens, and to purify said tech to be for Imperial use, that&#039;s what I have heard they usually do. But to blantantly ram xeno-tech into anything? That&#039;s both tech-heresy and being lazy.&amp;quot;&#039;&#039; - Brother Nathaniel of the Blazing Cannons on using xeno tech by humans&lt;br /&gt;
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After the incident on The Cradle, the Inquisition came to inspect the situation. Luckily for everybody, the Inquisitor in charge was not that zealous to put everyone on the witch pyre. Inquisitor Arianna Strigos was in fact impressed with what the marines did about the planet’s situation. Some of the Captains were distrustful of the Inquisition due to how most of them did their works (with a large emphasis on burning or planet-wide explosions), but Alexander trusted her. The Master of The Dread Fleet even gave her the copies of the reports that were given to him by the marines tasked with cleaning up what the Chaos Forces did. With that, Arianna suggested to be in contact. With the situation now under Inquisitorial control, the Black Locks left The Cradle in order to deal with a situation that cropped up immediately after the incident.&lt;br /&gt;
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Back in the beginning of the Colonies, the need for advanced technology was highly in demand. As there were little Tech-Priests, and many worlds that needed more specialists was steadily growing, the Constructor Fleets were created. These specialist fleets were tasked with travelling from newly established colonies to newly established colonies and turn them into self-sufficient places where people could live without having to deal with extreme dangers that would wipe them out instantly under normal circumstances, or to maintain the many of specialized devices and mechanisms in existing colonies. Fleet Tinkerer was one of the smaller fleets, and a new player in these times. Indeed, it was created in the later second half of the 35th Millennium, while the first fleets were around in the first half of the 34th Millennium.&lt;br /&gt;
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Despite its size, the small Constructor Fleet could turn any newly established colony, or primitive planet, into anything the governing body wanted it to be transformed into (a military city-fortress, a place of recreation or religion, or a economically or scientifically oriented place) in under a century, which was impressive without question. Tinkerer was also known for that it always repaired anything without charging any extra payment nor wouldn’t demand anything ridiculously high for their services. Additionally, they had the ability to design new STC by taking various elements from existing ones, and combine them into something new, not to mention that they even find STC near the Abyss in the Undiscovered Regions, without provoking the things that linger there. This won them new members as other smaller fleets joined them, not to mention that they gained popularity among the colonists for their more altruistic take. However, this didn’t go unnoticed by the larger fleets.&lt;br /&gt;
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Fleet Ferro was the largest and influential of the Constructor Fleets. Dominating the many  and monopolizing many useful STC, Ferro saw the rise of the upstart Fleet Tinkerer as a threat to their influences, mostly due to the fleet’s capabilities to create new STC out of existing ones and acquiring new ones from areas around the Abyss. Although they had many unique and rare STC, Fleet Ferro’s paranoia about being overthrown by a small fleet of beginners that seemed to be born lucky made it hostile towards the Techpriests. For ages did it include the smaller and some of the more larger fleets into itself, and Tinkerer was taking its turf and influence from it. &lt;br /&gt;
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Fleet Tinkerer experienced some difficulties since Ferro saw it as a threat, sometimes turning into isolated fights or attempts to discredit Tinkerer by the larger fleet. Lately however it change into outright warfare in some places where elements of  Fleet Tinkerer were stationed, not to mention that for some reason there were steady increases of pirate raids on them. This happened at the time when the fleet found an enormous Space Hulk with a incredibly efficient system of onboard factoria. Gomez felt that the pirate raids and their connections with finding the hulk by Tinkerer was connected with Ferro, for such a Constructor Fleet like them would clearly desire themselves something like the onboard factoria, and the fact that a smaller and relatively new fleet like Tinkerer would pose a threat to them with a Space Hulk of such incredible capabilities was understandable.&lt;br /&gt;
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Since Tinkerer was responsible for the Lock’s shipment of new equipment and supplies, the marines could not refuse the call for aid from them, especially the Void Plunderers, since they had the strongest ties with the Constructor Fleet. Alexander thus decided that the Dread Fleet would divide into smaller fleets and help aid the elements of Tinkerer that were scattered among their places of influence, while the Myst Graves would use their contacts and talents to find out something about Fleet Ferro.&lt;br /&gt;
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For about a couple of years the Black Locks did aid the elements of Fleet Tinkerer to fend off pirate raids with great results, but the raids themselves didn’t cease at all. Finally after these couple of years the Myst Graves, along with elements of Holy Treasurers, found out something about Fleet Ferro. When one of the Graves’ ships successfully boarded and plundered one of the pirate vessels that were attacking one of Tinkerer’s mining ships, the marines found dataslates where the Magos Council of Fleet Ferro gave instructions to the pirates to attack elements and subdivisions of Fleet Tinkerer. Previously none of the Black Lock companies got their hands on such information since when they did try to get their hands on the dataslates, then everything was destroyed before they could secure it. This time however, the marines were fast enough to secure the information. &lt;br /&gt;
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That was enough evidence for Tinkerer, but there was more to what the Myst Graves found. The company also found out in what Fleet Ferro paid the pirates with. Cargo holds of weapons of  modified construction. Lasguns, Shotguns and Bolters of Imperial origin, yet differently constructed. After the weapons were analyzed by the Techmarines, the results were that the weapons had xeno-tech included into their construction, and they had the registration numbers unique to Fleet Ferro. Just like in the case of the dataslates, these weapons were either destroyed, or had the registration numbers removed when the Locks successfully boarded a pirate vessel, and the fact the marines got these weapons into their hands intact was a sign of the Emperor’s fortune. That was more than enough to accuse Fleet Ferro of tech-heresy, as well as to call in the Inquisition.&lt;br /&gt;
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Master Alexander after hearing about this didn’t hesitate to call in Inquisitor Arianna, as well the Magos Council of Fleet Tinkerer. With the proof the Myst Graves and Holy Treasurers found, Arianna and the Council came to the same conclusions that the evidence were sufficient to accuse Fleet Ferro. The information were send to both the Calician Lords on the Cradle and to the Calician branch of the Inquisition, and later to the other lesser Lords in all the colonies and to the various Calician organizations. Ferro was officially excommunicated after the word about their tech-heresy spread. When that happened, the Constructor Fleet simply vanished into thin air without a trace.&lt;br /&gt;
&lt;br /&gt;
Four years later and there was still no sign of Fleet Ferro. Many of the places where they used to mine or to sell their services were already taken either by Tinkerer or by one of the other fleets. There were reports of mysterious ships attacking Constructor Fleets. No doubt that the hereteks were planning something, and those raids on Constructor Fleets were just the beginning of a bigger scheme.  Some of the fleets, fearful of Ferro’s wrath that they took their sites, sought protection under Tinkerer’s standard, others entrenched themselves in large asteroid bases bristling with the heaviest available weapons and aided by elements of the Calician Navy by order of the Calician Lords. Gomez was sure that Ferro, in a feat of vengeance, would try to muster all they had left in order to claim Tinkerer’s Space Hulk. If what the Void Plunderer Captain said was true, then the Dread Fleet had no doubts where to set course.&lt;br /&gt;
&lt;br /&gt;
During the Dread Fleet’s voyage through the Warp, the Astropathic choirs of Bodsmen Psykers caught out that something strange was happening with the Constructor Fleets that didn’t join Tinkerer and travelled to their core fleet. One by one, the asteroid bases where they entrenched themselves simply disappeared along with the Calician Navy elements. The only scraps of information that were caught from the disappearing bases were incoherent screams combined with high disturbances. That could not be good at all.&lt;br /&gt;
&lt;br /&gt;
Fleet Tinkerer amassed all the surviving Constructor Fleets under its banner, and further reinforced it with the Calician Naval ships from the elite Battlefleet Vortex. In the centre of the fleet of ships was the Space Hulk Tinkerer claimed near the Abyss, known as The Factoria Eternal. When the Dread Fleet made it to Tinkerer’s staging ground, moments later after the Black Locks exited the Warp, hostiles emerged. The ships bore the symbols of Constructor Fleet Ferro, yet the last ship was something none of the Imperials were prepared for.&lt;br /&gt;
&lt;br /&gt;
From the warp emerged an enormous Space Hulk, yet while The Factoria Eternal was refurbished to resemble something Imperial, the one that bore Ferro’s symbols was an irregular amalgam of both Imperial and xeno ships, and in its centre was a cannon the length of a Imperial Battleship. Seeing this weapon the Imperials, including the marines, actually panicked, but before they could react, it fired an enormous ball of energy at Tinkerer’s Space Hulk. Without any room to manoeuvre out of the projectile’s road, the Imperials braced for the worst. Yet something happened that both sides didn’t predict, as the Factoria Eternal suddenly raised up a enormously powerful void field that isolated the rest of the Imperial fleet from the projectile’s blast. One frigate however didn’t manage to hide behind the field and was struck by the shockwave generated by the projectile that impacted on the hulk’s void shield. The frigate was simply ripped to pieces, leaving only scrap and twisted metal. Now the Black Locks found out what happened to the other Constructor Fleets that remained in their bases.&lt;br /&gt;
&lt;br /&gt;
Assuming that shooting one such projectile requires immense amounts of energy and time to fire and calibrate, the Dread Fleet immediately moved at full speed towards the Space Hulk of Fleet Ferro. The Calician Navy and those under the banner of Fleet Tinkerer took after them and charged full speed towards the hulk. The armada of Fleet Ferro was composed of not only their own ships, but also various pirate vessels. Although numerous, the ships were composed mainly of frigates and light cruisers. Their Magos Council thought that they would win so easily by shredding everyone with their super weapon, yet none of them even thought that Fleet Tinkerer had in store for them with that void shield.&lt;br /&gt;
&lt;br /&gt;
The Black Locks immediately shot out boarding parties and teleported in Terminator Lots on board the hereteks’ Space Hulk. The Void Plunderers went so far as to board in with their Castellax Battle Automatas into combat, meaning that the company was dead serious on taking on the Ferro’s ruling class. Despite the incredible weapons and amazing tech, nothing could stop the rampage of the Locks. The deeper into the hulk the marines went, the more tech-heresy they found out. Now the Skiitari of Fleet Ferro did not care at all and actually used various xeno weapons and artefacts, revealing even more of the Constructor Fleet’s corrupt ways. The marines’ main mission was to disable the enormous cannon, but they additionally were to find and terminate or subdue the Magos Council of the hereteks. The Locks split their forces and moved out to their objectives each. The Corsair Hearts and part of the Void Plunderers ventured to apprehend the Magos Council members, while the rest took on themselves to destroy the generators powering up the main weapon.&lt;br /&gt;
&lt;br /&gt;
The generators were quite well defended, yet the Skiitari defending them, along with the whole heavy equipment they brought, didn’t stop the Black Locks even when the marines started to sustain casualties. The Astartes focused their firepower on the cooling systems and the enormous gun emplacements before the enemy could do any serious damage to them. The coolants sustained enormous damage to the point that it was impossible for the generators to power the cannon. Ferro lost the capability to fire its trump card.&lt;br /&gt;
The rest of the Locks, led by Captain Carlos, had to fight through Skiitari and bizarre machines in order to get to the Ferro Council. While en route, they gained unexpected aid in the form of uprisings inside the vessel, as Techpriests and their servants that were forced to join the hereteks rose and fought for their freedom. This was a good situation since the marines would’ve have less enemies to deal with.&lt;br /&gt;
&lt;br /&gt;
When Carlos and company arrived to the chamber, they discovered that the hereteks simply turned tail and evacuated. After a long time of fighting in the confines of the enormous vessel, not to mention the fights in void space, the Imperials won. The situation was under control, the traitors were later executed and the Techpriests that were forced to join Fleet Ferro...their fates varied. It was later discovered that the Magos Council of Ferro escaped in a cruiser that entered warp space immediately after the Imperial fleet even managed to get to the Hulk. The hereteks’ pirate allies on the other hand either fled or were destroyed when their super-weapon attack backfired spectacularly. Many of the tech-heresies were purged and a many of the blasphemous artefacts either destroyed or taken to study.&lt;br /&gt;
&lt;br /&gt;
With the events that happened, Fleet Tinkerer became the only technology provider among the Calician colonies. Yet there is this thought among the Calico Stars that Fleet Ferro will come back to exact it’s vengeance one day.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Ravenholm IV Tragedy===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We do not go there anymore.&amp;quot;&#039;&#039; - Brother Cadesh. Dreadnought of the Crimson Blades&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Twenty years have passed since the Dread Fleet and their allies vanquished the hereteks of Fleet Ferro. The Calico Colonies slowly started to gain momentum as they resumed completely the colonization project of planets that were suitable for settlement. Problems were sparse so far. With the marines taking care of most of the Chaos and xeno raids, the colonies were safe and new riches were being send from one world to another. Nobody expected that anything serious could happen. Yet it happened, and it is considered by the Black Locks to be a tragedy for their Chapter.&lt;br /&gt;
&lt;br /&gt;
It started from a simple call for aid that came from the planet of Ravenholm IV about a unidentified xenos incursion on a spontaneous level. The Locks being the Space Marines they are, answered the call. The entire Dread Fleet warped to the place, only to find out that the situation was on a wholly different level than they thought. &lt;br /&gt;
&lt;br /&gt;
The planet of Ravenholm IV was being slowly overrun by Enslavers, dreaded warp creatures that existed to enslave the minds of lesser beings. The PDF was taking enormous casualties and already some parts of the planet were completely overrun. At the same time as the marines, a detachment of Imperial ships, under the command of a Ordo Xenos Inquisitor known as Xander Dagrasso, arrived near the planet also answering the distress call. &lt;br /&gt;
&lt;br /&gt;
Both Alexander and Xander exchanged their opinions about the situation on Ravenholm. Xander wanted to simply initiate a Exterminatus of the planet, seeing it as a lost cause. Master Alexander on the other hand thought otherwise and told the Inquisitor to hold up the purging since there were still civilians and PDF that were unaffected. The Ordo Xenos member immediately guessed what the Lock wanted to do and he couldn’t stop him from doing so. Moments later the Black Locks descended on the planet, mustering two third of their entire force. Of the ten Captains, only Shaktu was left in space as to oversee the transports of civilians from the surface to the Dread Fleet’s ships. The Crimson Blade’s Captain would’ve rather joined the battle if it wasn’t for the fact that he lost via a game of rock, paper, scissor.&lt;br /&gt;
&lt;br /&gt;
Meanwhile the ground forces quickly moved to engage the threats. With the vital information about the Enslavers that Xander gave them, the marines limited themselves to ranged weaponry (especially the heaviest ones) and aircraft raids, since the xenos took control of not only civilians as meat-shields, but also many PDF soldiers to back up their advance. The Witch Doctors were especially helpful in protecting the marines from being turned into mind controlled flesh puppets. While a substantial part of the detachment was busy holding the Enslavers at bay, the rest along with the remaining PDF loaded civilians for transportation. Even the Calician Navy sent in their own forces to help with the evacuation.&lt;br /&gt;
&lt;br /&gt;
As time passed, more and more of the dreaded warp puppeteers were emerging from their portals. Not to mention the human puppet slaves pounding on the defences the remaining PDF erected to protect the civilians. At one moment, the Astartes were sustaining such casualties that they had to initiate a tactical retreat for better cover. Nearly all the cities were evacuated, except for the main capital of Viridia. The Black Locks were close to completing evacuation when a horrid event happened.&lt;br /&gt;
&lt;br /&gt;
Somehow the Enslavers, knowing that their prey were escaping, unleashed a terrifying storm of strange particles that was sweeping through the planet’s surface with alarming speed. Long-range satellite surveys from orbit showed that the source of this was coming from the parts from which the Enslavers were invading. All who made contact with the radiation had their strengths sucked out and died a slowly painful death. For some reason, the xenos themselves were immune to the effects of their own weapon. The Imperials thus hastened the evacuation, putting everyone into the Thunderhawks and Cargo Vessels. There were still civilians left in Viridia and time was running out.&lt;br /&gt;
&lt;br /&gt;
Not much time has passed and the radiation hit the capital. The marines locked as many of the civilians and wounded inside their own Rhinos as it was possible, as those were the only things that had radiation protection. All the marines could do now was watch helplessly how those that couldn’t be put inside died in agonizing pain as the particles sucked out their strengths. The Locks were made out of sturdier stuff that made them more resistant to the Enslaver’s weapon, yet even they started to feel the effects when time passed. The captains that were present on the planet knew well what had to be done. When the final transport left the planet, Master Alexander called in Shaktu to bombard the area with Virus Bombs as he thought the radiation could be contagious, not to mention what happens when the Enslavers find a way off Ravenholm. The Crimson Blades captain was shocked at first when he heard that, but in this case the Master of The Dread Fleet’s orders were absolute. Although hesitant, Shaktu ordered the planet to be viral bombed. At this moment, the Dread Fleet and the Imperial Navy bombarded the planet, the bombs reducing everything organic into goo and then using more traditional ways of bombardment to obliterate the Enslaver portals. With the gases that build up, and the heat from the conventional bombardment, the entire planet turned into a ball of fire. &lt;br /&gt;
&lt;br /&gt;
After the bombardment, the Black Locks landed to find if anyone of their Captains and brethren survived. There were no survivors. All of them died, either from the raging inferno or by the virus bombs. The only thing that was left were the pieces of wargear and the belongings of the Captains.&lt;br /&gt;
&lt;br /&gt;
Shaktu was furious of what happened. He blamed his brethren, the Imperial Navy, Inquisitor Xander...but the person he blamed the most than everyone else was himself. Everyone knew that the Crimson Blades Captain was furious over his helplessness that he couldn’t help his fellow Captains, and more importantly, the man that he considered both his greatest rival and friend, Master Alexander. Before they left the planet after the Exterminatus, they build a monument to those who died risking their lives to save innocent civilians from an eternity as flesh puppets of warp-spawned xenos.&lt;br /&gt;
&lt;br /&gt;
With Shaktu becoming the new Master of The Dread Fleet by default, the Crimson Blades Captain swore to regain the losses the Black Locks suffered during the now titled Ravenholm IV Tragedy. Only after he set the stage for the rebuild and leaving detailed instructions to his successors did the Black Locks regain the numbers they had before. Near the end of the 37th Millennium, the marines rebuild their numbers long after The Master of The Dread Fleet’s death. &lt;br /&gt;
&lt;br /&gt;
Before dying, Shaktu passed over his Crimson Reaver to his First Mate, and much earlier distributed the wargear of the late founder Captains to the new Captains after he became Master, starting the tradition of the Founder Captains wargears being passed down from Captain to Captain. The Golden Terminator Armour that Alexander wore became the symbol the Master of The Dread Fleet, and thus every Captain that would achieve this station would wear this armour.&lt;br /&gt;
&lt;br /&gt;
The Black Locks never again went to Ravenholm IV as a whole since then. The only exception was when they buried Shaktu on the planet so that he&#039;d join his fallen Brother Captains.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Captain Jones’s Betrayal and the rise of the Serpent Watch===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;The only way we can be completely forgiven is when we finally wipe out these parodies of our brethren from the face of the galaxy.&amp;quot;&#039;&#039; - Serpent Watch Captain Pedro &#039;The Vengeful&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;If only dat could have been avoided. Compassion sometimes leads ta damnation. And da forma me failed in stopping dis because of belittlement.&amp;quot;&#039;&#039; - The Samdi Baron on his predecessor&#039;s choices&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The first half of the 38th Millennium was a time when the Black Locks were at their finest with all Imperial factions. The planets within the Known Regions were colonized, new goods circulated through established trade lines and new ones were created with newly established colonies. Even the boundaries of the Undiscovered Regions were pushed further as new planets were included to the colonies. Still, everyone kept away from the Abyss that lurked in the centre of these parts of the Calico Stars.&lt;br /&gt;
These times were one of those that could be called a golden age for the chapter. Apart of Chaos, Xeno and Renegade incursions that were immediately dealt with, nothing wrong has ever happened. That is until a series of events that nearly made the Black Locks become targets for the Ordo Malleus.&lt;br /&gt;
&lt;br /&gt;
Captain Jones of the Corsair Hearts was chosen to be a liaison for a couple of months between the marines and the Inquisition. Much to his dislike, he accepted it with bitterness due to the fact on how he held the Inquisition, especially the Ordo Malleus. The Captain arrived with a retinue of his trusted men to the planet of Keiserberg in Saint Philip controlled space that was under complete Inquisitorial control, in the facility known as Keisersers Onberispelijk Strong, in the low gothic of the colonists of in this part of the Colonized Regions. The facility was a place where psyker savants were trained and distributed among Inquisitorial forces and the various factions working among the colonies. The conditions were bad and the psykers mistreated more than usually. No wonder since the Inquisitor in charge, by the how relevant name of Erik Forfølgeren, wasn&#039;t fond  of psykers and treated his current occupation as a punishment, thus venting his irritation on the unfortunate occupants. This disgusted the Captain. He may have had some superstitions towards psykers, but he would&#039;ve never treated them in the way they were in the facility. The only thing that he wanted is to end this damnable meeting as quick as possible. Until he saw her...&lt;br /&gt;
&lt;br /&gt;
She was a delicate and gorgeous lass, with silky dark hair and a sleeveless psykana robe adorned with sigils and hexagramic wards. Something suddenly hit the Captain in the back of his mind and felt a strange warmth in his chest. For the first time in his life he felt something that Space Marines usually (or to be more precise, never) experience. The psyker girl was called Calypso, and she was the personal savant of Forfølgeren. At first the Captain maintained his distance from her to not arouse suspicion. When he managed to find a way to meet the psyker girl one on one every day, the two started to talk to each other. At first Calypso was shy, but the more the two talked, the closer they got to know each. Calypso was a orphan that grew up on the Feral World of Lemnos in Port Royalty controlled space. When her psychic powers awakened, she was picked up by the Black Ships and sent to Terra. After being judged strong enough, she was shipped back to this facility. The Captain could see that she was actually pulling off a cheerful facade. In reality Calypso was being mistreated by Forfølgeren because of her psyker origins. She could conceal the marks and bruises, but she couldn’t fool his sharp eyes. Jones decided to give her support for the time being. He knew that it wouldn’t last, but at least some warmth would raise her spirit.&lt;br /&gt;
&lt;br /&gt;
One day while walking during the late evening, Jones saw from a distance that the Inquisitorial henchmen were transporting something on large wheelbarrows. The Captain, out of sheer curiosity sneaked towards the henchmen to find out what they were transporting. After a couple of minutes, the marine finally had his answer. Corpses. The savants were piling up corpses of dead psykers into a giant mass grave. For the Captain this was suspicious in the extreme. Jones waited until the area was safe, silently moved towards the nearest of corpses and ripped a piece of flesh in order to eat it. Thanks to his abilities granted by the  implant allowed him to see into the memories of the dead psyker. What he found out horrified him.&lt;br /&gt;
&lt;br /&gt;
The Inquisitor Erik already was known for being very intolerant towards psykers, but when he’s around other Inquisitors, he’d always tone down his dislikes. However, nobody knew how far his hatred towards them was. False accusations, manipulations towards simply tormenting the psykers, those were all but a fractal of what the Inquisitor did to them behind the curtain. Jones wanted to free Calypso from this hell-hole, yet doing so would make the Chapter target practice for the Inquisition, as well the possibility of being excommunicated was blatantly visible. The Inquisitor wouldn’t hand over the girl due to her being his personal savant, as well being the property of the Inquisition. On the day before his depart, Jones promised Calypso that he’d come for her.&lt;br /&gt;
&lt;br /&gt;
When Jones returned to the Corsair Hearts, he immediately asked the current Samdi Baron, who was also the current Master of The Dread Fleet at that time, if there was a way to gain Calypso. The first thing the Baron did was scolding him like a child for putting the very existence of the Chapter over a psyker girl. The Baron understood the youngling, yet what he desired was way too risky. The Hex Company Captain told him to be patient and wait until the situation was beneficial for them. Jones however didn’t want to hear about this and returned to his flagship. In order to monitor his behaviour, the Master of The Dread Fleet sent in someone who wouldn’t arise suspicion such as a Myst Grave and he knew whom to sent in. &lt;br /&gt;
&lt;br /&gt;
An Old Timer from the Rum Grails, Old Quartermaster Gibbs was sent to the Corsair Hearts as under the reason of meeting an old friend of his, the infamous 2nd Mate known as Brother Sparrow. Secretly he reported to the Baron about Jones’s moves for about four months when suddenly all comm. messages from Gibbs ended. When the Chapter tried to hail The Corsair Hearts, there were no signals nor signatures. Fearing the worst, The Samdi Baron declared the Corsair Hearts lost and broadcasted this message to the rest of the Calico Stars. Everything went silent as if the company simply disappeared into nothingness. Three years have passed as the entire Dread Fleet searched for the Company, yet there were no signs nor clues on them.&lt;br /&gt;
&lt;br /&gt;
One day everything has resolved itself as a Malleus Inquisitor by the name of Otto Ritterman, with a whole company of Grey Knights, appeared demanding explanations from the Baron on a attack on Keiserberg’s facility that occurred two and a half years ago under mysterious circumstances. That attack was a mystery due to the fact how the assailants managed to attack without the personnel sounding the alarm nor contacting the nearest Imperial forces. As a result of this attack, many psykers escaped either into the wilderness of Keiserberg or fled to seek shelter into the human settlement, and Inquisitor Erik impaled on a enormous pole. After a long time of investigation and analysis of data that was collect from the more undamaged servitors, it was discovered that the attackers were Space Marines who had no insignias nor Chapter symbols. Although Space Marine strike forces from various Chapters appeared from time to time in the Calico Stars, but the sole ones who lived here were the Black Locks themselves. The Samdi Baron immediately realized who did this and why. &lt;br /&gt;
&lt;br /&gt;
The Baron, by carefully picking his words, explained to the Inquisitor that during that time when the facility came under attack, one of their Companies disappeared exactly two years ago. All communications were lost since then and the Dread Fleet repurposed all its resources in order to find the Corsair Hearts. When Inquisitor Otto wanted to ask questions, a Astropahtic message came that a Warp Cutters frigate located and pinpointed the location of the Corsair Hearts fleet. Immediately did the Baron order to contact the rest of The Dread Fleet and make them travel to the location of where the Corsair Hearts were. He also told the Inquisitor that if the disappeared Company of theirs and the attack on the facility have something in common, then both of them would figure that out on the spot. The only thing that bothered the Baron was that why didn’t the Corsair Hearts even reacted when the Warp Cutters frigate spotted them and pinpointed their location.&lt;br /&gt;
&lt;br /&gt;
When the Dread Fleet and Grey Knights arrived to their destination, a moon that belonged to a yet unclaimed jungle planet. Around the Calico Stars there were a number of systems that were on the borders between areas controlled by the Colonial Powers. In the past there were even proxy wars between the colonies over who would claim said systems, but after lengthy negotiations between the Colonial Lords resulted in these kind of conflicts to end as long as nobody would try and colonize them. The drawback of it was that various raiders and pillagers used these planets as hideouts in order to lay low when pursued. Immediately when the Marines exited warp space, they teleported in Terminator boarding parties into the Corsair Hearts ships. The Grey Knights were not slouches either and teleported in their own forces. Nothing however happened when both Chapters teleported in. No alarms, no resistance, no commotions. Only deathly silence was present overall. &lt;br /&gt;
&lt;br /&gt;
The boisterous privateers and the daemon hunters split up their forces. The marines that teleported into the frigates and cruisers reported that there was not a single soul left except of the servitors that were set into standby mode. The Locks concluded that if there was nobody on either the cruisers or frigates, then everybody from bondsman to lad would either be on the flagship, or disappeared. The latter however was thrown aside when a squad of Grey Knight Terminators discovered the Corsair Hearts and their bondsmen. &lt;br /&gt;
&lt;br /&gt;
Everyone was in the grand hall. Every Black Lock Company had one on their flagships for great feasts after major successes. Everyone from bondsman to Corsair Heart, from child to adult, was present in the flagship hall. Problem was that none of them was moving, nor was there any sign of Captain Jones nor Old Man Gibbs. Every single person was frozen in stasis, time completely stopped for them. The forces that boarded the flagship were struck down in disbelief, more so the Grey Knights. Nobody expected this. The Techmarines that came to take a look at the situation discovered that the entire floor had stasis field generators under it. This just piled up questions on the already bizarre situation.&lt;br /&gt;
&lt;br /&gt;
When the lads and bondsmen were freed from stasis, they themselves were struck for a moment when they saw the Terminators of other companies along with the ones from the Grey Knights. The Samdi Baron and Inquisitor Otto, along with the other Captains, arrived to personally question everyone from the Corsair Hearts about what happened prior to them being frozen that day in stasis. Everything became clear on why the company broke all contacts. &lt;br /&gt;
&lt;br /&gt;
During the celebrations that were held when the Company successfully destroyed a well known fleet of pirates that were the thorn in the side of traders for a very long time, Captain Jones made a speech on how well the Corsair Hearts did with offing the pirates and taking their booty. But when he finished the main point, his mood changed suddenly from a proud, filled with energy, to a somewhat morbid and sad one about having to leave the Corsair Hearts one day. Before anyone realized it, everyone went into stasis. There were all those, apart of the marines that joined Jones, that were listed as currently active, yet there was no sign of Quartermaster Gibbs. He either joined Jones or the former Captain did something to him.&lt;br /&gt;
&lt;br /&gt;
After the very long streak of questioning, The Baron and Inquisitor were both sure that the stasis field generators were ordered by Jones to be secretly build under the floor, but that still did not answered Otto’s question about the Keiserberg case. A moment later one of the Hex Company Old Timers called The Samdi Baron to Jones’s cabin. The marines there found something about what Jones was planning, as well as certain items in regards of Lord Otto’s investigation. The Baron had no choice but to tell the Inquisitor about it and ask him if he could call in a conclave of his peers, for that what the Hex Company found is something that would require more than his individual judgement. And indeed, for the amount of evidence was more than the Inquisitor could have handled on his own.&lt;br /&gt;
&lt;br /&gt;
The Inquisitorial Conclave took the evidence from Inquisitor Otto and studied them. Among them was a recording of Jones that was telling that he did attack the Inquisitorial Facility on Keiserberg, but not before leaving the Company and freezing everyone in stasis so that neither them nor the rest of the Chapter would suffer from his escapade. What he did was his and his doing only, and a few trusted marines and bondsmen. It was him who bought some of the least loyal of Inquisitorial savants due to Inquisitor Erik mistreating them. This way there was little resistance and the gates were opened for his men. It was him who planned for a long time the attack and used the savants to collect proof on Erik’s misdeeds. When they finished with the attack, they took all the documents and recordings they got from those they cooperated with and returned back to the flagship one last time to deliver these and the Sabre of Flames, the weapon of Carlos Embereyes, before departing for good.&lt;br /&gt;
&lt;br /&gt;
After analysis of the materials, the Conclave was surprised and shocked due to Erik’s excesses. They knew that the late Inquisitor had bad experience with psykers, but what he did was too much. After the current case would be resolved, another investigation would be committed afterwards. &lt;br /&gt;
&lt;br /&gt;
The final verdict, despite of the protests of some of the more zealous members, the fault was only that of Jones’ and those who joined him, while the rest of the Corsair Hearts and the Black Locks were decreed not at fault here due to being put into stasis. Still, if the Locks allowed for something like that to occur, then the probability of another bunch of renegades to appear would rise. Thus the Inquisition put the Chapter under watch and send them on a Penitence Crusade to fight off a Eldar invasion of a Mechanicus Forge World to the north west beyond the Calico Stars. The Corsair Hearts however, got it much harder, as they became the prime suspects for going rouge, thus Inquisitor Otto was permanently attached to them. The new Captain of the Corsair Hearts, the former Second Mate Wallace Figures, swore than something like that would never happen. Before the Chapter moved out, the Grey Knights mindwiped their minds as agreed with the Samdi Baron.&lt;br /&gt;
&lt;br /&gt;
The Black Locks left the colonies for the besieged Forge World of Caalma. When they arrived, they indeed met the Eldar forces that were attacking the Mechanicus, but they also met something nobody expected. A enormous Chaos Force struck at both Eldar and Imperials, their forces mostly compromised from a mix of cultists and Chaos Marines. The Locks did not lose any time and made planetfall. Both xenos and humans, united temporally to fight the constantly rising waves of heretics and traitor marines. The warband of Chaos Marines was something unusual. Jet black power armours, golden visors and various colourings. Something was strange about them when the Black Locks engaged them, and rightfully they did, for the horror of what they discovered about them was tremendous. Apart of the more standard weapons used by both loyal and traitor marines, these ones were using the same pattern of bolt pistols as the Locks themselves. This was not a normal coincidence. As if the pistols were not already something to be shocked about, the next discovery shuttered the Chapter even more so. &lt;br /&gt;
&lt;br /&gt;
The symbols the Chaos Marines were painting all over where they went were the very same ones that Captain Jones used to mark many of his belongings. Now the marines, along with Inquisitor Otto, found out what happened to the former Corsair Hearts Captain. No marine can go onwards without the Emperor’s light, and it seemed that Chaos found its way to Jones’ heart. The Corsair Hearts, especially their current Captain, fell into a enormous rage after seeing this. They broke all protocols and moved onwards into the traitor marines. Cutting, shooting, evisceration and worse, the company relentlessly moved cutting down every single heretic they met. &lt;br /&gt;
&lt;br /&gt;
All of a sudden, the Chaos Marines and their allies started to fall back. They left the planet as fast as they appeared, looting as much as possible before that. The Eldar themselves retreated back to their ships and disappeared. &lt;br /&gt;
&lt;br /&gt;
The Black Locks were struck down. Their members fell to the corruption of the Ruinous Powers. The honour of the Corsair Hearts was tarnished. Captain Wallace was furious on the fact that Jones betrayed the Chapter. Due to this, the Captain did something that only Carlos Embereyes did back in the past. First he asked the Inquisitor Otto to teach him and the company everything on how to better combat the Forces of Chaos, for the Captain wanted to regain his and his men’s honour and bring Jones to justice by sending his severed head to Terra. At first Otto was against this, but after seeing the flames in Wallace’s eyes, he quickly changed his mind.&lt;br /&gt;
&lt;br /&gt;
Wallace send a message to the Samdi Baron that the Corsair Hearts will leave for a unset amount of time the Dread Fleet in order to find clues on Jones’ doing. The Baron agreed to that despite the fact that Jones was the problem of the Chapter as a whole, yet this even more so to the Corsair Hearts. And thus the company left the Dread Fleet for some unknown direction in order to gain new strength to fight against the Chaos Marines under Jones’ command, those so called Hearts of Corruption as they called themselves.&lt;br /&gt;
&lt;br /&gt;
Two centuries has passed since then. When the Corsair Hearts returned to the Chapter, they were changed individuals. Gone was their boisterousness. Gone was their flaming passion. Now a cold and calculated mind was present. Single-minded in purpose and vigilant to the core, the company grew greatly under the guidance of Inquisitor Otto and his later successor. Now calling themselves The Serpent Watch, taking their name from the Morgawr of Port Royalty, these marines of the Black Locks returned with a thousand skulls of traitor marines of various warbands. At first the companies saw them with a measure of distrust, but changed their minds when they saw that despite their radical change, they were still one of theirs.&lt;br /&gt;
&lt;br /&gt;
With the Black Locks complete again, the Dread Fleet would resume their quest for the Ultimate Treasure, and to bring down Jones to justice. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Times of Straining===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Omens. Omens of uneasy times.&amp;quot;&#039;&#039; - Elder Witch Doctor Rimsit of the Holy Treasurers&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The early times of the 39th Millennium was known as The Redemption Crusades, where heroes rose and pushed back the darkness that threatened the Imperium. The period between the late 39th and early 40th Millennium in the Calico Colonies was known as the Times of Straining where after a rather peaceful time of prosperity and expansion, there began what one would call a series of proxy conflicts against xeno species and occasional rouge fleets that turned rapidly into outright warfare against the Colonies.&lt;br /&gt;
The Black Locks took part in multiple battles on the western parts of the Calico Stars as it was there were the battles were the fiercest as Ork Waaaghs!! and Chaos Warbands were hitting hard at the fringe sectors controlled by both Port Royalty and Fort Parquet. While these areas were being attacked frontally, Eldar and Dark Eldar raiders used the opportunity to start attacking unprotected colonies controlled by Saint Juan on its borders. As if that was not enough, rebellions and heresies erupted out of nowhere and took its bloody toil.&lt;br /&gt;
&lt;br /&gt;
Even the local Eldar became more active. Discovered in at the beginning of the 37th Millennium (and causing many trade ships to disappear), Craftworld Ill-Zanath which was the home of exceptionally bold Corsairs and the world-ship’s leader, Lord Ramman, became more active than usually as they appeared in multiple sectors sowing havoc among both the Calico Colonies and their enemies. Having a Craftworld known for its fleets of Corsairs being suddenly active is not a good sign.&lt;br /&gt;
&lt;br /&gt;
After a series of gruelling campaigns while aiding the Colonial Regiments, the situation with the raids has stabilized, yet the affected regions of space are still being attacked to this day by either aliens or heretics that seek to claim the resource rich planets of the Calico Colonies. Luckily they are not frequent after they were resolved, but they would grow in strength when time passed. When it came to heresies and rebellions, the Ordo Hereticus started to ‘cooperate’ extensively with many of the more lenient Governors so that none such incident would occur anymore.&lt;br /&gt;
&lt;br /&gt;
What was the reason for that many enemies to come to the Calico Colonies, apart of the abundance of resources that were available, was unknown. As if something was luring them to the region.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Taniwha Strikes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;We did meet Tyranids before, but these were something completely different.&amp;quot;&#039;&#039; - Brother Marcel of the Blazing Cannons&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The later part of the 41st Millennium was the beginning of The Times of Ending. A period where the Imperium of Man would be tested for its rights to exist, these events did not ignore the Calico Colonies nor the Black Locks. Especially one such event occurred near the end of this Millennium and which would change the Calico Colonies forever.&lt;br /&gt;
&lt;br /&gt;
The Colonies send out newly formed regiments to fight somewhere on the other side of the galaxy without any of the soldiers ever seeing their beloved planets again, while the nearly Chapter nominal Expedition Force the Space Marines formed (and which also included multiple volunteers from many Imperial organisations) sought out the location of other Halcyon Disk elements and aided Imperial forces outside the Calico Stars. Even among the Colonial Lords, the information about the Tyrannic Wars and the appearance of the Tyranid Hive Fleets have stirred enough panic among them. The Colonies faced against renegades, xenos and heretics, but fighting against something like these Tyranids required changes in tactics as the damnable monsters rapidly adapted to any situation they found themselves. The addition of them would strain further the already thin defences of their domains. In order to counter this, The Colonial Lords asked the Ordo Xenos for every detail on this new threat, as if the Calico Colonies were to fight it, then with sufficient preparations. It’s enough that they have to fight off aliens and heretics.&lt;br /&gt;
&lt;br /&gt;
The Black Locks themselves experienced at firsthand in the capabilities of the Tyranid menace as the whole Chapter was called in to fight a large tendril of Kraken along four Imperial Guard Regiments and two other Space Marine Chapters. The lads never fought an enemy that hit in such enormous numbers nor adapt this fast to their tactics, but the Locks being Locks, even they adapted to the menace when they found out how the swarm functioned. With this newly acquired experience by the Chapter at fighting these monstrosities, the marines themselves were ready for future confrontations with the threat, but the next time the Black Locks met the Tyranids, it would be a completely different situation.&lt;br /&gt;
&lt;br /&gt;
There came in reports of disappearing trade ships and patrol vessels. Not even distress hymnals were sent out. The only things that remained were misshapen and twisted scraps that remained from what was left of the ships. As if that was not enough, contact is lost with three fringe colonies in the mostly lifeless Mobius cluster. At the time the Navy arrives, nothing but lifeless rocks remain. The Black Locks were asked to aid a joint Colonial Navy and Ordo Xenos investigation fleet in order to analyze what could possibly cause that much damage. After analysis of the ship wreckages it is concluded that Tyranids are present in the Calico Stars, and that turning three entire planets into lifeless rocks were was also their doing. The information is send to every single outpost and it wasn’t long after it spread that the foul xenos attacked. This time it was a heavily defended colony in Saint Juan controlled space. The colony’s name was Maria’s Bulwark, or as the Colonists of Saint Juan called it: Baluarte de Maria. The fleet stationed there suffered a attack from a Tyranid Fleet that was never encountered before. The very bio-ships were light-greyish with a small black dotting, yet the style they fought wasn’t like that encountered while fighting Hive Fleet Behemoth or Kraken. Instead of directing the whole fleet towards the planet, two third of it engaged the Imperials, while the rest of it went straight for the planet. It wasn’t a large fleet, but its assault caught the Imperials by surprise. Ramsmiter Krakens hit the largest ships and deployed broods of Genestealers and a unique type of Tyranid Warrior brood that were armed in something akin to armoured shield-like shells and biomorphs designed for combat in tight corridors.&lt;br /&gt;
&lt;br /&gt;
When the Black Locks finally arrived, the situation snowballed into ship to ship and boarding to boarding combat. The marines send to the nearby Imperial ships lots of their own to strengthen the crews while the Dread Fleet’s ships engaged the bio-ships. The land invasion was being held off by the PDF, but with the equipment they had it would be hard to fight the xeno ground forces. The Crimson Blades and Blazing Cannons made planetfall to aid the defenders. The fights in both space and on the surface were equal despite the Black Locks giving the Navy aid, but that changed the moment when it appeared...&lt;br /&gt;
&lt;br /&gt;
A giant Hive Ship emerged from the dark void of space, ramming and crushing everything that was in its pathway, even its own ships. The Hive Ship was going straight for the planet, but a Battle Barge, the Pequod, belonging to the Black Cutlasses fired its payload at the beast, only to irritate it and be swapped by one of its tentacles. The monstrosity was finally stopped by a Calician Battleship. One of the members of the Pequod, Captain Ahab E. Teach, despite losing a leg in battle, managed to crawl to the weapon’s console and manually activate the ship’s auto-loaders along its targeting system, firing a melta torpedo into the one element of the monstrosity that couldn’t withstand the power behind it. Within a couple of seconds, the torpedo flew out and hit it right in what one would think of as the beast’s eye, causing it to flee in excruciating pain. &lt;br /&gt;
&lt;br /&gt;
After the beast’s departure, the remaining forces dealt with the remains of the fleet and the Tyranids on Maria’s Bulwark. After further analysis of the recordings that were cannibalized from what remained of the Mobius Colonies and ship wreckages, it was discovered that the attacks on the convoys were done by the white Hive Ship all by itself, and that after it build up enough biomass, it produced a fleet to attack the outer rim colonies. After analyzing them, the Hive Fleet it produced was nicknamed Taniwha, while the white Hive Ship that was its flagship came to be known as the Mobian Terror. How a Hive Ship like it appeared light years away from the place where the first Tyranid incursion was unknown, and would remain a mystery to this day.&lt;br /&gt;
&lt;br /&gt;
The Imperials suffered casualties from Taniwha’s attack, though they were lucky it was still a small fleet of ships. The Black Locks also suffered the loss of their own brethren, but the biggest of them was the death of the Dread Fleet’s Master as he died from fighting Tyranid boarding parties and was completely overwhelmed by the sheer numbers and brute force of the assailants. Captain Barrabas of The Serpent Watch was his name. The council of captains met along with the newly elected Serpent Watch Captain, Captain Pedro, to appoint a new Master of The Dread Fleet. After hours it was Captain Ahab who became the new one who would don the mantle of the supreme leader of the Black Locks.&lt;br /&gt;
&lt;br /&gt;
Additionally the Serpent Watch made an outstanding discovery when they were repairing their flagship after the battle. They discovered two marines locked in stasis under the floor in the grand hall. It was confirmed that one of them was the lost Quartermaster Gibbs, while the other marine was no one else as Brother Sparrow. It was discovered that the Corsair Heart tried to stop Jones along with Quartermaster Gibbs and reason with him, yet the two were put into stasis and locked under the grand hall&#039;s floor. Gibbs wanted to return to his crew, while Sparrow seeing that his original company changed past all recognition, he asked the Quartermaster if he&#039;d join the Rum Grails.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Calician Colonies call for reinforcements===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;JUST DON&#039;T LET THEM TOUCH ANY OF OUR RELICS! Tell them they are all haywired with explosives.&amp;quot;&#039;&#039; - Brother Chaplain Nathaniel of the Rum Grails. Excerpt from &amp;quot;Meeting of Chapters&amp;quot;, Chapter 21, [[Blood Ravens]]&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A few decades after the Battle of Maria’s Bulwark, activities of non-Imperial forces rose to the point that even with the Black Locks’ active aid, the Colonial Fleets were strained to their limits in places that were marked as those of constant xenos and heretic activities. Even the Colonial Regiments, despite their courage and determination, barely could contain Ork Waaagh!!!&#039;s and Eldar raids. The Inquisition also had much work with hidden cults and sudden rebellions in the slums arenas on certain planets. &lt;br /&gt;
&lt;br /&gt;
There were also rumours of Tau expeditions that arrived to the Calico Stars and were probing the Colonies’ defences. To add more olive to the fireplace, there rose additional rumours of new Chaos Warbands appearing, some even deep in Colonial spaces (not to mention the fact that Captain Jones and the Hearts of Corruption re-emerged with a sizeable fleet and that the Hereteks of Fleet Ferro came back aiding him). The Eldar of Ill-Zanath yet again bursted into activity and targeted trade and supply line.&lt;br /&gt;
&lt;br /&gt;
There was also the fact that there appeared reports of the Mobian Terror re-surfacing with a newly formed fleet. Some theorized that the monstrosity retreated decades ago to the areas near the Abyss and preyed on smaller void monsters to build up its force.&lt;br /&gt;
&lt;br /&gt;
As if that wasn’t enough, another threat appeared on the horizon as two systems were taken over near the Abyss by beings known as Necrons. Two rivalling dynasties awakened and started to expand into the Neutral Zones that border with said Abyss that remained unclaimed and with most of those between Port Royalty and Saint Juan controlled spaces. The first, called the Tykran Dynasty, only expanded into the worlds that were not controlled by the Colonies and heavily entrenched and fortified themselves. The second, the Zakhran Dynasty, revealed themselves to be aggressive expansionists that not only took over the other worlds in the Neutral Zones, but also Colonies and enslaved their populations. The good thing about this situation is that both are fighting each other. Or to be more precise, the latter Dynasty wants the first one annihilated. This would also the reason why the Zakhran Dynasty conquered so many worlds and suddenly stopped.&lt;br /&gt;
&lt;br /&gt;
Due to these facts, the Colonial Lords decided to call in for reinforcements from neighbourhood sectors since the situation was becoming too straining despite their force’s best efforts. Space Marine Chapters such as the Space Wolves and Ultramarines answered the call as both send a single company. Even the Novamarines send reinforcements despite that in the past, they were not on good terms with the Black Locks due to an incident involving some of the marines going into a fight between each other over Venerable Kastor (the Novamarines insulted him due to non-Codex actions and the Lads didn’t take it well). Soon many more Chapters send in companies of their own to aid the Calico Colonies.&lt;br /&gt;
&lt;br /&gt;
Of the Imperial Guard, many such regiments like the Catachans and Krieg Death Korps appeared, followed by the likes of Elysians and Vostroyans. The regiments quickly adapted to the Colonies, among them the Catachans were the ones that were the quickest to do so. Now they are fighting along the Space Marine Companies and the people of the Colonies.&lt;br /&gt;
&lt;br /&gt;
What future lies for the Calico Stars is unknown. But it will be a miracle if this is set under control.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Chapter and Fleet Organization==&lt;br /&gt;
[[File:Black Lock by SirFrog.jpg|200px|thumbnail|right|How an average Black Lock looks like]]&lt;br /&gt;
The Black Locks differ greatly in terms of organization from other Chapters. They don’t follow the Codex Astartes thoroughly like the lion’s portion of existing Space Marine Chapters do, yet they do look into it as a universal guide for tactics and strategies. In the end they will utilize certain tactics the Codex does not support if the situation requires it.&lt;br /&gt;
&lt;br /&gt;
Just like any Chapter, the Black Locks are divided into ten companies. The similarities however end here. Each company differs in size and are always above nominal strength when compared to Codex ones. &lt;br /&gt;
&lt;br /&gt;
The above Codex size can be explained due to two factors. The first being that any of the Companies may suffer great losses and thus each of them are larger than usually, and even then they don&#039;t send down all of their members. The second reason for it is that parts of the Calico Stars are safe heavens for various renegades, heretics and xenos that constantly raid the colonies, while the Calician Fleets on the other hand has to deal with Chaos incursions and xeno invasions coming from the Maelstrom and both the eastern and western parts of the Calico. The Dread Fleet can thus split up this way. One aids the Imperials in fighting the enemies of the Emperor, while the smaller elements of theirs go on a hunter killer tour in order to either eliminate the raids, or to drastically lower them if the Locks cannot immediately pinpoint the source. &lt;br /&gt;
&lt;br /&gt;
Each company is responsible for its own wargear, vehicles, recruitment, training and more. How they do it with the first two varies. Either by trade, barter or doing certain missions for the Constructor Fleet Tinkerer. Additionally, due to their extremely mobile take on warfare, the Black Locks have no tanks of their own in their motorpool except for certain Land Speeder patterns they managed to produce with Fleet Tinkerer and Vindicators being the only ground-based heavy hitters. Most emphasis goes on Flyers of every type from Stormtalons to Thunderhawk Gunships, and utilizing Rhinos, Razorbacks, Land Speeders and Bikes. &lt;br /&gt;
&lt;br /&gt;
Each company specializes in rapid assaults and raids, yet each one takes a different take on this, as well as the selection of tactics they employ from the Codex or the non-supported ones in case the first won’t work in a specific situation. Planning plays a vital role in every operation committed by the Chapter.&lt;br /&gt;
&lt;br /&gt;
===The Companies of The Dread Fleet===&lt;br /&gt;
====Black Cutlasses====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Masterminds, Disciplinarians, Stubborn Lot&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Tacticians, strategists, planners. The Black Locks put large emphasis on planning, but the Locks of the Black Cutlasses take it a step further. These marines always try to anticipate the movements of an enemy and utilize counters while fighting thanks to their Witch Doctors. Of all the companies, they are the second largest one. &lt;br /&gt;
&lt;br /&gt;
When it comes to devising plans that include multiple members from other companies, then the Black Cutlasses mark positions from which the other companies should start from and simply do what they are good at.&lt;br /&gt;
&lt;br /&gt;
They are also one of the most disciplined and balanced organization-wise. &lt;br /&gt;
&lt;br /&gt;
Current Leader: Ahab &#039;Blackbeard&#039; Eduardo Teach. Master of The Dread Fleet, Chapter Master, Captain of The Black Cutlasses.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Crimson Blades==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Courage, Blood, Silent Rage&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The largest and most assault oriented company. The Crimson Blades have a reputation for being courageous and uncompromising against anyone they fight against and are known for their reckless yet devastating attacks (which usually start from hitting strategically important targets with an Assault Marine strike, sowing havoc and then steamrolling their enemies while still confused). Due to the amount of casualties they produce, the Crimson Blades have a larger than nominal number of Apothecaries. It is also common for said Apothecaries to join their lads whenever there will be a probability of large collateral damage among them. &lt;br /&gt;
&lt;br /&gt;
While Black Locks go the additional length to save civilians and make sure there will be as little collateral damage as possible, the Crimson Blades take this to a higher level. Even suggesting harming civilians or even not caring about collateral damage among them is more than enough for these Locks to go ballistic as certain Imperial and Space Marine Commanders found out the hard way.&lt;br /&gt;
&lt;br /&gt;
Current Leader: Peter &#039;The Blooded&#039;. Captain and Head Apothecary of The Crimson Blades.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Holy Treasurers==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Lords of Fortune, Dealers of Misfortune, Filthy Rich&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Well trained, incredibly lucky and disgustingly wealthy. Those are the prime characteristics of a Holy Treasurer. These Black Locks are known to be capable traders as they are warriors. Although they have a well balanced force, they aren’t that capable like the Black Cutlasses when it goes for discipline. &lt;br /&gt;
&lt;br /&gt;
Despite that, they are incredibly lucky when it comes to finding their ways through and convenient situations while on the battlefield. &lt;br /&gt;
&lt;br /&gt;
Thanks to their talent for trade (combined with quick thinking), the company gained many highly exotic weapons that their elites and command structure use.&lt;br /&gt;
&lt;br /&gt;
Current Leader: Captain &#039;Booty Maker&#039; Michiel.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Rum Grails==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Epicurean Brawlers, Keepers of Holiness, Camaraderie Personified&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Competent in battle. Gourmets of various alcoholic beverages and lovers of both shanties and parties. Rum Grails are the more easygoing marines and even more approachable by others. Though despite being more approachable due to this easy going nature, the company has a larger than nominal number of Chaplains to motivate the marines into doing things other than fighting, training or hosting parties, so it’s common for Novice Chaplains to lead Lots into combat and make them more useful instead of sitting in the Solitarium.&lt;br /&gt;
&lt;br /&gt;
Rum Grails are specialists in medium range combat, thus they always carry large numbers of flamer and melta based weapons. The Chaplains are also responsible for the production of the Chapter’s most holy drink. The Lock Rum.&lt;br /&gt;
&lt;br /&gt;
In addition, the Company Chaplains guard the Great Relic Vault, where the weapons of the first Captains are held along with Chaplain representatives from other Companies.&lt;br /&gt;
&lt;br /&gt;
Current Leader: Brother Captain Sparrow.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Void Plunderers==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Tireless Craftsmen, Hard Working Cybermancers, Ship Hunters&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Technologically the most advanced of the ten companies. The Void Plunderers have tighter connections with Constructor Fleet Tinkerer and are tasked with gaining new ships for the Dread Fleet. While every other company can get one or two new ships in battle with heretics or renegades, it is these marines that gain the most ships. The best they leave for the Chapter, while the rest they give to the Calician Fleets. Hard working, disciplined, and in some cases stubborn and resolute. These are the characteristics of a Void Plunderer. &lt;br /&gt;
&lt;br /&gt;
Due to the amount of equipment they have, the Void Plunderers have a larger than nominal number of Techmarines (among them known as Cog Brothers), and thanks to their connections, they can even afford certain techno-artefacts that only few have.&lt;br /&gt;
&lt;br /&gt;
Current Leader: Dreadnought Marv &#039;The Mutilated&#039; (Officially), 1st Mate &#039;Iron Drake&#039; Francis (acting in Marv&#039;s name).&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Myst Graves==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Assassins, Cutthroats, Warriors in the Dark&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
A company known for its cloak and dagger tactics, as well as its mastery of guerrilla and psychological warfare. The Myst Graves are grim and stoic individuals with a somewhat pessimistic and cynical point of view on the state of the Imperium and galaxy in general. Although they are who they are, these Black Locks will fight for the Emperor regardless of what they think. &lt;br /&gt;
&lt;br /&gt;
Of all the companies, they are the only ones that still use Scouts. Additionally they can afford to have Officio Assassinorum Agents among their ranks, even going so far as letting them walk around their ships (with the sole exception of Eversor Assassins) without the Assassin’s handlers. How they did this and what pacts they made with the Assassinorum Temples are completely unknown.&lt;br /&gt;
&lt;br /&gt;
Current Leader: Captain Rackham.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Blazing Cannons==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Hailstorm of Devastation, Fortress Killers, Fortifiers&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The heavy weapons specialists of the Chapter. When the situation requires it, the Blazing Cannons can deliver as much firepower as they can blades to clash with their enemies. &lt;br /&gt;
&lt;br /&gt;
Masters of rapid redeployment, as well as great besiegers and defenders, these Black Locks will unleash hailstorms of devastation on anyone who strikes at the Imperium. &lt;br /&gt;
&lt;br /&gt;
Current Leader: Captain Chantal de Sores.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Warp Cutters==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Riders of The Warp, Lightningborn, Adventurers&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Curious, adventurous and lightning fast. The Warp Cutters are the Black Lock’s reconnaissance specialists, as well as a force that puts even more emphasis on lightning strikes and hit and run tactics.&lt;br /&gt;
&lt;br /&gt;
Thanks to their advanced sensors, and being the only proud owners of their own light jet-bikes, the Warp Cutters are extremely mobile adversaries for any enemy of the Imperium and difficult to catch off guard.&lt;br /&gt;
&lt;br /&gt;
Current Leader: Captain Henrik Morganius.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Hex Company==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Mystics, Necromancers, Spirit-Tongued&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Of all the ten companies, the Hex Company is one of the most mysterious and smallest of the companies. While the Black Cutlasses and Crimson Blades hold positions of the two largest companies, while the other ones are smaller yet still quite numerous, it is estimated that these Black Locks number somewhere in 200 Astartes. Of all the companies, they have the largest number of Witch Doctors and it is common for Aspirants to lead their lads to battle.&lt;br /&gt;
&lt;br /&gt;
This company got the Inquisition’s eyes on them. Once even a Inquisitor tried to inspect them only for him and his acolytes to go native. Rumours have it that they have mastered arts of raising the dead. Some eyewitnesses even managed to have a glimpse of how Hex Doctors raise prepared dead bodies from coffin-like containers. More importantly is that any records of them are either damaged beyond recovery, or heavily distorted. Whatever the situation, the Inquisition will never rest until they’ll find out more about this.&lt;br /&gt;
&lt;br /&gt;
Current Leader: The Samdi Baron, also known as the &#039;Shepherd of Souls&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Serpent Watch==== &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Bane of Traitors, Atoners, Eternal Hunters&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Once known as the Corsair Hearts, now one of the most unforgiving company when it comes to anything that is even remotely associated with Chaos. &lt;br /&gt;
After the betrayal of Captain Jones and his fall into the service of the Dark Gods, the remaining Corsair Hearts under the guidance of Inquisitor Otto were reforged after a century into a lethal fighting force only second to the likes of the Exorcists Chapter.&lt;br /&gt;
&lt;br /&gt;
Serpent Watch Black Locks have access to unique wargear that allows them to have certain advantages against Chaos Marines and Daemons, not to mention a more extended knowledge on the Ruinous Powers (though they always exercise caution when looking into it). When not in combat, they sometimes visit the other companies in order to monitor for corruption among the Locks.&lt;br /&gt;
&lt;br /&gt;
Due to that drive to hunt down Chaos, the Inquisition sees them as the first people to contact when investigating rumours on heretical activity among the Calico Stars. Thus the marines have connections to the Inquisition, yet only with those that are considered trusted by the company. The Serpent Watch will try to avoid overzealous Inquisitors and those that are considered Radicals (although they do make rare exceptions in case of these two).&lt;br /&gt;
&lt;br /&gt;
Current Leader: Captain Pedro &#039;The Vengeful&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Dread Fleet Organization===&lt;br /&gt;
====The Fleet====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Listen here laddie. If it wasn&#039;t for that much manpower then the entire Dread Fleet would be impossible to operate. We may be Marines, but we ain&#039;t the Emperor. We can do many things better than yer common folks, but we can&#039;t run all of this on our own. If we could, then we would not have this many bondsmen to help us run it.&amp;quot;&#039;&#039; - 2st Mate Reggar of the Warp Cutters on the functioning of the Dread Fleet.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Black Lock’s Dread Fleet is organized under the Fleet pattern that is known as the Nomad-Predation pattern (like the one used by the Carcharodons Space Marines). &lt;br /&gt;
Each of the companies have one Flagship (usually a Battle Barge or anything similar to it) and several smaller ships from Heavy Cruisers to Escorts. Additionally each such company strike force has many specialized voidships that can both fight and maintain other ships. Still, when the Black Locks require it, then they&#039;ll land on one of the human populated areas or the dock with the space stations of the Calico Colonies in order to trade or recruit (or simply taste the local beverages and flirt with the tavern wenches).&lt;br /&gt;
&lt;br /&gt;
However, the Chapter’s company fleets are powerful enough to not bother most of the time with selecting specific targets unless the enemy they face is exceptionally powerful. &lt;br /&gt;
&lt;br /&gt;
Despite their Nomad-Predation pattern, there are present elements of a Crusade Fleet pattern akin to that among the Black Templars. If a company swears an oath, then it doesn’t matter how long will it take them to accomplish it, they will fulfil it. Of course they don’t take such oaths easily. If it is something of extreme importance, then they will do it without a second thought.&lt;br /&gt;
&lt;br /&gt;
Most of the time the Dread Fleet will travel through the space eliminating dangers such as renegades, outlaws, pirates of any kind, xenos, heretics or void monsters that terrorize a vital part of a slower-than-light-speed route. Sometimes the Black Locks are asked (or more like hired) by influential trade guilds or trade-oriented Rouge Traders to guard their shipment when they travelling to faraway systems. These people contact the marines by various ways and always offer them wargear of greatly above good quality. Though most of the time they can actually meet the marines by drinking with them in a tavern in one of the colonies.&lt;br /&gt;
&lt;br /&gt;
In later times the Dread Fleet created a smaller fleet made out of multiple members from all the ten companies and volunteers from around the Calico Colonies. This Expeditionary force was made to go into neighbourhood systems (including those far away) in order to look for the remaining Halcyon Disk Fragments, as well to aid Imperial troops they meet or to eliminate dangers that are plaguing other sectors.&lt;br /&gt;
&lt;br /&gt;
These Expeditionary Fleets do periodically return in order to swap company members and volunteers, to resupply and re-equip certain elements and to generally make check-ups on the ships before going back on another journey beyond the Calico Stars.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Chapter Organization, Members and Allies====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Well we do have formalized force organizations and our tactics. Yeah m&#039;lady, we do have markings and we do read the Codex from time to time. Then again, there are no Chapters that are completely adherent to it since they all pick up all that is fitting to them. We? Each one in the Dread Fleet have their own takes on it, though we love to hit hard and hit fast every heretical scurvy dog that is unlucky enough to turn his back on Him in the great lighthouse of His realm.&amp;quot;&#039;&#039; - Brother Vinci of the Rum Grails to Colonel Varna of the Valhallan 209th during a chat in the mess hall in the Regimental Command.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Each Black Lock Company is responsible for its own equipment, resources, vehicle pool, forge, sanctity, vaudon cove (their version of the librarium) and more importantly, recruitment.&lt;br /&gt;
&lt;br /&gt;
To differentiate between the members of each company, every Black Lock has the left side of their chestplates and their arms and gauntlets in different colours. The left pauldron where a company number should be is replaced with a company emblem, whereas the right pauldron has the chapter symbol.&lt;br /&gt;
&lt;br /&gt;
In order to differentiate which marine belongs to what type of squad/lot and to which squad/lot he belongs, the markings are implemented on the marine&#039;s kneepads. Left one for squad/lot number, the right for markings indicating tactical, heavy support or assault roles. In case of veterans, they get a crux terminatus marking on their right kneepad. In case of Terminators, the right kneepad is where the company symbol belongs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Master of The Dread Fleet=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Our enemies are many. They often have weapons and tactics that makes them think they have a chance against The Emperor&#039;s finest. Let them come and we will put this to the test.&amp;quot;&#039;&#039; - Attributed to Ahab Eduardo Teach. Chapter Master of The Black Locks, Master of The Dread Fleet, Captain of The Black Cutlasses. Also known as Captain Blackbeard.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;This position is occupied by one of the ten Captains of the companies who is selected via voting. Only the Captains can vote from among themselves. In order to determine a new Master of The Dread Fleet, the Captains are shown their deeds and heroics that were the results of their brains and brawn. It is based on these that a new Master of The Dread Fleet is chosen.&lt;br /&gt;
&lt;br /&gt;
To be a Captain is already a enormously responsible task. Being someone that is the Master of The Dread Fleet is even more difficult, as such an individual must not only mastermind his own company’s movements, but also those of the rest of the Black Locks.&lt;br /&gt;
&lt;br /&gt;
In battle, a Master of The Dread Fleet is always accompanied by a squad of Honour Guard Terminators. Such a group led by the most powerful Lock in the Chapter is indeed an inspiring sight. Additionally, by having access to the rarest and most powerful artefacts in the Dread Fleet, and having it combined with his centuries of hard won experience, only short of the most powerful of enemies can actually hope to match the Master of The Dread Fleet.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====The Captains=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Ya have to admit. Being part of a Chapter is something not everyone is privy to. To be a Captain even more so. For me? I get all the rum I want.&amp;quot;&#039;&#039; - Brother Captain Sparrow. Excerpt from &#039;&#039;&amp;quot;That what you are allowed to do as one of the Captains of the Dread Fleet&amp;quot;&#039;&#039;.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Each company is led by a Captain. Compared to normal Codex compliant ones, Black Lock Captains are both leaders and champions that earned their position by both brains and brawn combined with great heroics and adamantine nerves.&lt;br /&gt;
&lt;br /&gt;
To be a Captain is of a great responsibility, for such warrior decides where and when to go and fight with his company. Additionally it is they who lend their warriors to others and they vote for a new Master from among themselves.&lt;br /&gt;
&lt;br /&gt;
In battle, Captains are terrifying warlords that lead their lads into combat. Although they can take care of themselves, they are always accompanied by a group of Old Timers (their equivalent of Veterans) that act as bodyguards. Only the most powerful (or luckiest) enemies may hope to actually face a Captain and survive the experience.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====The Mates=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Being the 1st Mate is not an easy task as many think. You often have to aid your Captain. Mind you apart of doing what the other 2nd Mates do, I have to do extraordinary paperwork along with leading and fighting. Sometimes even going so far as to lead it in person when the Captain suddenly has something that makes him occupied. Still not so much as Captain Peter has to do, but that requires a Space Marine to deal with it. If only our brothers didn&#039;t jump before thinking, then I wouldn&#039;t have this much to do. But that&#039;s the life in the Crimson Blades Company for you.&amp;quot;&#039;&#039; - Excerpt from the Memoirs of 1st Mate Hagthorpe of The Crimson Blades Company&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Each Company has four mates between which each company is divided for easier force management. &lt;br /&gt;
The Second Mates are the actual equivalents to a Codex Captain. These Locks are drawn from the veteran cadres of each company based on both their leadership skills, as well as both brains and brawn. &lt;br /&gt;
&lt;br /&gt;
The First Mate however is something different. To be one is to become the right hand man of the Company Captain (or Master of The Dread Fleet). When the Captain has business to do, then it is the First Mate that takes over command if the Captain is not present.&lt;br /&gt;
A Second Mate becomes a First Mate if he distinguishes himself in battle and will prove himself very competent.&lt;br /&gt;
&lt;br /&gt;
If the actual Captain dies, then his First Mate becomes the new Captain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Chaplains=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Even marines such as we need spiritual support. My brothers need much of it after they deal with the blasphemies of those that were considered once our [[Chaos Space Marines|brothers]].&amp;quot;&#039;&#039; - Chaplain Alaric of The Serpent Watch to Inquisitor Pontus&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I swear if they are still partying in the hall instead of doing something productive other than training, then it will not end on bashed skulls!&amp;quot;&#039;&#039; - Chaplain Rotusmund of the Rum Grails &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Black Lock Chaplains are no different from those in other Chapters. They act as spiritual leaders of the Chapter that look after the spiritual condition of their brethren, and are also responsible for overseeing the training of new Locks.&lt;br /&gt;
In battle, the Chaplains drive the Locks to even greater feats of zeal as they plunge into enemy lines, crushing or slicing everyone that crosses their path with their unique Anchor-headed Cronzius.&lt;br /&gt;
&lt;br /&gt;
Just like in the case of the new Master of The Dread Fleet, the eldest Reclusiarchs choose the newest Master of Sanctity via vote from among them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Witch Doctors=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;So ya wanna learn da arts de vaudon eh? Das not gonna be eazy lad. First of ya need ta lis&#039;n to da spirit realm. BUT! But ya must be cautious. For the arts are bout&#039; communicating with da spirits. The real ding is if said spirits are not daemons. Dat. Dat is something one must learn how to differentiate. If ya will not learn fast, then do not complain when I hafta exorcise ya with da help of a Chaplin.&amp;quot;&#039;&#039; - Elder Vaudon Mombusu to Sanctioned Psyker Hekatio&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Black Locks&#039; equivalent of a Codex Librarian, Witch Doctors are versed in the Arts de Vaudon. &lt;br /&gt;
A form of psychic discipline that includes a broad selection of specialties and paths, it is said that the Arts de Vaudon died out many millennia ago due to Ecclesiarchy activity in the Calico Stars because they saw it as no different from Chaos Sorcery, which was proven wrong after a series of researches conducted by certain Ordo Hereticus Inquisitors. Despite this, there are now very few Vaudon users other than the Black Locks. The marines have this thanks only to the efforts of the legendary Demetrius Hex who is believed to have refurbished the Arts and taught them to those of the Void Eagles that would become the Hex Company. It is not a wonder since the first Witch Doctors came from this company and taught the others the Arts. Each of the companies adapted specific aspects of the Vaudon, but the Hex Company Witch Doctors practice them as a whole, including the unique to them Path of Smoke and Spirits. &lt;br /&gt;
&lt;br /&gt;
A fully fledged Witch Doctor always wears his suit of power armour that, apart of the heraldries of both the chapter and company they belong, also wear ornament masks made out of animal skulls and bones, further adorned with tribal-like markings. The older the Witch Doctor, the richer the mask is adorned.&lt;br /&gt;
&lt;br /&gt;
When not in battle, Witch Doctors craft talismans for their brethren to ward off the evils of the Warp, probe the minds of everyone in search of the seed of Chaos, enact rituals to produce various effects such as summoning the spirits of the dead, and with the coming of Tyranids, detection of the encroaching shadow across the warp.&lt;br /&gt;
&lt;br /&gt;
In battle, these psykers manipulate the warp in a different matter when compared to more traditional Librarians. Through their lives, the Witch Doctors subtly accumulate warp energies while simultaneously harnessing them openly from the warp, yet not in such quantities as Librarians do. This way they can unleash enormous amounts of power with a smaller probability of the Perils of The Warp happening. In more critical situations, the Witch Doctors may harness the optimal amounts of warp energies and unleash all the accumulated ones they stored into one, enormous psychic storm, yet with a high risk of Daemons assaulting their minds. Additional tasks of the Witch Doctors are also detection of warp abnormalities on a planet the chapter is stationed on.&lt;br /&gt;
&lt;br /&gt;
Interestingly, all Witch Doctors are considered to be linked with the Hex Company and made into honorary members of that company. Since the Samdi Baron is considered both Captain and has the same status as a Codex Chief Librarian, the most powerful Elder Doctors from any of the companies are thus relegated to the Hex Company if they are chosen as the new Baron.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Techmarines=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Here is yer leg. I built in a small hidden container that holds an additional grenade just in case you need an additional throw. It opens from behind, and the tibia part has been further reinforced with additional layers of armour. Just be careful that a plasma blast won&#039;t wipe it out. I have enough work with the motor pool and a dozen other lads of ours, and that leg of yours is quite the artwork I did.&amp;quot;&#039;&#039; - Cog Brother Marcus of the Void Plunderers &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Just like among other Chapters, Techmarines are vital to the functioning of the Black Locks’ warmachines, equipment, and forging of new wargear. Additionally all Techmarines are responsible for the functionality of the Dread Fleet’s vessels and purifying the (least) corrupt weapons that were “acquired” from fallen Chaos Marines with the aid of Chaplains and Witch Doctors, as well as (albeit extremely limited) research on recreating xenos tech without their taint for the Imperium along with the Fleet Tinkerer Magos’s.&lt;br /&gt;
&lt;br /&gt;
The Techmarines are a tightly knit group, and they aid each other even in the most direst situations, as well as sharing their researches...most of the time.&lt;br /&gt;
&lt;br /&gt;
The Cog Brothers of the Void Plunderers are known to be the busiest of the Dread Fleet’s Techmarines. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====The Black Locks in general=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Well brat, here we are. Ya went through a lot, this is a fact. You survived and Ork onslaught and Dark Eldar raids. You avoided being snatched by heretics and you even killed two of them. And...have to say, ya actually helped me back there with getting out of this here uncomfortable situation I got myself BECAUSE OF YOU. But the fact ya helped me get out of this mess makes me forget about it. Welcome to the Myst Graves kiddie. Ya can say it&#039;s something of a family. A tight knit one you can say.&amp;quot;&#039;&#039; - Cutthroat Veteran Erasmus to the child that will be known later as Brother Captain Rackham&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;There are three groups of Black Locks in the Dread Fleet.&lt;br /&gt;
&lt;br /&gt;
The Novices, or Kiddies as they are called by the older members, are the youngest Black Locks that are in training. Novices are, depending on the company, recruited from various places over the Calico Colonies as young warriors and soldiers or as even younger children. In case of the latter they are mostly orphans that can be found in the slums of the major colonies or on the few war worlds that are present in the star cluster. Some of the young recruits are either from feral or civilized planets, or slaves (either freed ones or those who managed to escape their overseers). Some are even infants whose parents died in battle or in some accident (this varies greatly among the colonies). The kiddies undergo a brutal training after being screened for corruption and genetic capabilities to become space marines. After receiving the geneseed and their first implants, the recruits are given Grog to drink. Grog is a medium strength alcoholic beverage that has a strong stench and is simply put...disgusting. On the other hand, Grog has many substances that are extremely toxic to normal humans, but not to the kiddies since the implants absorb the substances that are present in the beverage. This is used so that the implants wouldn’t be considered by the will-to-be Black Lock’s body as something alien and wouldn’t try to reject them.  &lt;br /&gt;
&lt;br /&gt;
When a kiddie ends his training, he becomes a Lad. The lads are actual Black Locks who finished their basic training, gained their power armours, and fit for their combat tours. These warriors make up the core of every of the ten companies. Just like in Codex compliant Chapters, each newly induced lad goes through Devastator, Assault and Tactical training. Though some of the companies take a different take on it. Myst Graves, being the only company to practice the use of Scouts, make their recruits go through it before they can become full-blown Locks. Crimson Blades for instance take example from the Blood Angels and make theirs train as Assault Marines before they can advance further. After their training routine finished, the freshly baked Crimson Blades keep their jump packs. Some lads do not stay as simple battle brothers and become full-time pilots or drivers. Although all Black Locks can pilot and drive any aircraft or vehicle, it is these aces that deliver the Black Locks to their destination, no matter if it’s the battlefield, the ship they are orbiting, or they are transporting civilians to a safe zone.&lt;br /&gt;
&lt;br /&gt;
The smallest, but considered as a elite, are the Old Timers. These old marines saw a lot, fought a lot, and killed a lot. Each company has their own veterans that lead the lots or are bodyguards for either the Mates or Captains. Old Timers accumulated enormous amounts of experience thorough their centuries of active service and know well how use it against the Chapter’s enemies. Having access to the best armour and wargear the armouries have to offer, these veterans make a great difference on the battlefield. In combat, these Black Locks can be seen either leading lots, spearheading the rest of the marines into where the battle is fiercest, or serving as the bodyguards of one of the Mates or the Captain himself. In a similar fashion to the Space Wolves, promotion to the veteran cadres of a company isn’t solely based on experience and years of service. On certain occasions, even the youngest of lads will be promoted based on acts of exceptional courage. When not in battle, the Old Timers will be telling stories of their efforts to children and younger members of the Chapter. In the case of the first, they do change certain things in some of their stories, since how will you tell a child that you slew in the past a Champion of Chaos or blew up a daemon engine?&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Bondsmen=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;How should I say? I grew up here and know this place since I remember. The other bondsmen are not too shabby, and the marines? Cannot complain about them. They cannot be complained about at all. Yeah, we do multitask, but some of us do one job more often. And these people do not change this often between tasks. I would love to talk more about this, but I must go. The children are waiting.&amp;quot;&#039;&#039; - Bondswoman Angie. Nursery staff of the Black Cutlasses Company&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Darn. Not diaper duty again...&amp;quot;&#039;&#039;&#039; - Brother Farel of the Black Cutlasses. Given the task of working along with twenty other Bondsmen in the nursery after an unfortunate accident in the hangar involving a Storm Talon, its missile launcher, and rotten Void Kraken meat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Got myself a new life after they saved us from being Dark Eldar slaves after our commander wrote us off as dead. The only thing we need to is just help them with their duties. Not bad of a new start, right?&amp;quot;&#039;&#039; - Bondsman Patches, former Imperial Guardsman of the Cadian 279th &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Just like every space marine chapter, the Black Locks also have serfs, though calling them this way would be considered rude to some point. &lt;br /&gt;
Bondsmen, as the Black Locks call these men and women, are normal humans that help the Black Locks in various ways. From cooking, cleaning, paperwork and archiving, to ship and machine maintenance and taking up stations that require both responsibility and competence. In return the bondsmen get very good education and better living conditions that are equal to those seen on few Imperial worlds. They range from multi-generation wide families that started out as serfs back when the Black Locks were still known as the Void Eagles, to people that were saved by the marines from either purges initiated by the Inquisition, or from places and situations where the Imperium simply abandoned them. Thus among the bondsmen there can be found former guardsmen, priests, tech-priests, psykers or even untouchables.&lt;br /&gt;
&lt;br /&gt;
Despite their position, bondsmen are treated equally by the Black Locks. Not to mention that the above works the aforementioned bondsmen do aren’t done purely by themselves. The lads get certain duties they have to do, and bondsmen are here to help them in their duties. That is seen as odd by others outside the chapter. Especially by other space marines. &lt;br /&gt;
&lt;br /&gt;
This even goes to the point that all the Lads (barring the Old Timers, Mates and Captains), share the same space with the Bondsmen. Even living in the same sections of the ships quarters.&lt;br /&gt;
&lt;br /&gt;
Bondsmen make up a gargantuan part of the Dread Fleet. No wonder here since a large fleet like that the marines have, not to mention the number of aforementioned marines and vehicles at the chapter’s disposition would require enormous aid in maintenance.&lt;br /&gt;
Compared to serfs from other chapters, bondsmen can take part in battle (and get their own share of loot). The Locks give them better wargear that would be seen among those of the Tempestus Militarium and can utilize their own motorpool. These combat forces are utilized as fire support and to hold objectives of tactical and strategic values. &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Rogue Traders=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Aye, I know the Black Locks. Done many deals with them, as well gave them my services. And they payed well. These Lock Doubloons of theirs are made of some valuable metals and gems. And the craftsmanship and details that were put into them...this will fetch a delicious price on some worlds.&amp;quot;&#039;&#039; - Attributed to Rogue Trader Jarwell &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Rogue Traders are vital for the Imperium no matter what. These brave individuals are used to explore the unexplored, claim new planets, meet new xeno races, and depending on the situation, trade with, or exterminate them. &lt;br /&gt;
&lt;br /&gt;
Being individuals unbound by the tight system of the Imperium, rogue traders can go everywhere (unless their warrant of trade tells them and their descendants to stay in a particular sector), be present where there is an opportunity to strike business, or to simply do whatever they want to.&lt;br /&gt;
To be granted this much freedom is tempting in the extreme, as there are rogue traders that either are pious members of the Imperium, doing their work in HIS name without neither the Ecclesiarchy nor any institution hampering them, or those that went drunk with aforementioned freedom to the point of turning into piratical renegades that pillage and plunder everything that crosses their path.&lt;br /&gt;
&lt;br /&gt;
It is unsurprising for the Black Locks to have contacts with these colourful personalities. There are times when both traders along their own crews fight side-by-side with the marines. Some of them have strong links with the Black Locks and therefore both sides aid each other in difficult times. Not to mention that there are Rogue Traders that constantly travel with the Chapter.&lt;br /&gt;
&lt;br /&gt;
Having contacts with Rogue Traders means additionally that the Black Locks get not only military assistance from them when needed, but also a reliable source of information and certain wargear.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====House Gentius Navigators=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;If you would keep a little silent? I&#039;m trying to focus here. You would not want to suddenly end up dangerously near a sun...or a black hole...or in the centre of the [[Eye of Terror|eye]]?&amp;quot;&#039;&#039; - Navigator Elsham&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Not exclusively a part of the Dread Fleet, but no less an ally that is with the Chapter since the 36th Millenium. House Gentius was once one of the few top houses on Terra, yet due to a incident, that today would be considered more trivial than serious, had to abandon its holds there and become a nomadic house.&lt;br /&gt;
&lt;br /&gt;
Thanks to a breeding program via carefully arranged marriages (and applying powerful fertility increasing substances to both males and females), Gentius produced many stable navigators. Thanks to their nomadic style on the other hand, as well as their knowledge of warp currencies and navigation skills, their members are truly uncommon in terms of quality. That is unless they won’t drink any alcohol while travelling through the warp. Appearing light years off track can be insanely irritating, thus they are forbidden from drinking anything alcoholic before a warp jump.&lt;br /&gt;
For some reason they ceased all contacts for three centuries until the incident with a Chaos Fleet led by the Apostles of Minthras. If it wasn&#039;t for the Black Locks arriving on time, then the navigators wouldn’t live another day, or worse...&lt;br /&gt;
&lt;br /&gt;
Grateful, the Navigators gave a number of their own members to the Chapter.&lt;br /&gt;
&lt;br /&gt;
Sometimes the Navigators will actually take the fight to the enemy and use their abilities to aid the Black Locks, no matter if it is direct combat or using their abilities to pinpoint where a enemy will be teleporting in his troops or summoning warp creatures.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====Fleet Tinkerer Tech-priests=====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:1100px&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Aaaah. Some fine STC you found here. As agreed. After we finish analyzing it we&#039;ll give you certain data from it for personal use. Meanwhile could you and your brothers help us out? Unfortunately our Grav lifters broke down for some reason. When I get my hands on the dimwit aspirant who forgot to check on one of the Omnissiah&#039;s blessed creations then I will...&amp;quot;&#039;&#039; - Magos Dissel of Fleet Tinkerer to Cog Brother Verisius&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;The Calico Stars are a vast expanse that is mostly unexplored due to the constant warp storms and the things that exist in the Abyss in aforementioned Unexplored Regions. Many of the worlds that exist there have multitudes of unique natural resources that can be used in multiple branches of the Imperium, thus it was forbidden to turn them into such places like Forge Worlds, and even then mining operations have become very limited.&lt;br /&gt;
&lt;br /&gt;
The Mechanicus at that time were thoroughly enraged by this, but the Colonies found a way for them. Instead of building large Forge Worlds, they should instead invest into large, self sustaining fleets that would travel the colonies and present their services, harvest the rich in resources asteroid fields and dead worlds, look for STC among the systems, and supply the Calician Guard Regiments. Thus the Constructor Fleets came into being.&lt;br /&gt;
&lt;br /&gt;
Previously the most dominant Constructor Fleet was Fleet Ferro, yet due to their dabble in tech-heresy, and slaughter of other fleets after the Black Locks revealed said tech-heresy, they were nearly annihilated and forced into the warp. Since then Fleet Tinkerer took over and made sure there will never be a monopolization on technology, and even goes to such lengths as to encourage rivalry and competitiveness between the other Constructor Fleets in order to avoid them going into stagnancy, yet will terminate everyone if they are blatantly using xeno-tech instead of trying to create Imperial alternatives without the alien taint. This is in order to avoid creating another incident like in the case of Fleet Ferro.&lt;br /&gt;
&lt;br /&gt;
Fleet Tinkerer has strong ties with the Black Locks due to how much the marines helped them, and even greater with their Void Plunderers company.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=See Also=&lt;br /&gt;
&lt;br /&gt;
==Short Stories==&lt;br /&gt;
*[[Warp Cutters&#039; assault on the Orkz and Col.Collin&#039;s excerpt]] - A short on the Warp Cutters Company.&lt;br /&gt;
*[[Battle at Ressax Prime]] - Another short. This time featuring marine to marine combat.&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Black_lock.jpg|A possible scheme for the Black Locks&lt;br /&gt;
File:Black_lock2.jpg|Another possible scheme for the Black Locks&lt;br /&gt;
File:FlintlockBoltPistol.png|LeChuck Pattern single-shot Bolt Pistol. Guaranteed to knock the grog out of the scurvy dog ye be duelling! Yarrr&lt;br /&gt;
File:Pirate Navigator House.jpg|The symbol of House Gentius. A Navis Nobilite house of Navigators that left Terra after a &amp;quot;small&amp;quot; misunderstanding. They have close ties with the Black Locks, are even more eccentric (by Navigator standards), but they produce competent members (unless they&#039;ll drink rum, then traveling to the wrong star system is not that rare).&lt;br /&gt;
File:The Lock&#039;s weapons made by Brother Rana.jpg|The first batch of Black Lock weapons made by Venerable Brother Rana (now known as SirFrog). Presenting the close combat weapons that the Locks use. Cutlasses and Sabers are used by the typical Locks, the Cog Axe is used by Techmarines, while the Red Talon is used by the Crimson Blades&#039; finest crew members.&lt;br /&gt;
File:Black Lock Guns by Brother Rana.jpg|The second batch of weapons created by Brother Rana. This time the guns. Featuring a new version of the LeChuk Boltlock Pistol, the first appearance of the Myst Graves&#039; Boltlock Sniper Musket, and the awesome Harpoon Weapons.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
&amp;lt;strike&amp;gt;Goddamn the thread isn&#039;t archived&amp;lt;/strike&amp;gt;&lt;br /&gt;
Original Thread: http://suptg.thisisnotatrueending.com/archive/20144621/&lt;br /&gt;
&lt;br /&gt;
Second Thread: http://suptg.thisisnotatrueending.com/archive/20160608/&lt;br /&gt;
&lt;br /&gt;
Third Thread: http://suptg.thisisnotatrueending.com/archive/20176298/&lt;br /&gt;
&lt;br /&gt;
Fourth Thread: http://suptg.thisisnotatrueending.com/archive/20191144/&lt;br /&gt;
&lt;br /&gt;
Fifth Thread: http://suptg.thisisnotatrueending.com/archive/26788660/&lt;br /&gt;
&lt;br /&gt;
Sixth Thread: http://suptg.thisisnotatrueending.com/archive/26805144/&lt;br /&gt;
&lt;br /&gt;
Seventh Thread: http://suptg.thisisnotatrueending.com/archive/26837893/&lt;br /&gt;
&lt;br /&gt;
Eight Thread: http://suptg.thisisnotatrueending.com/archive/26859067/&lt;br /&gt;
&lt;br /&gt;
Ninth Thread: http://suptg.thisisnotatrueending.com/archive/29464006/&lt;br /&gt;
&lt;br /&gt;
Tenth Thread: http://suptg.thisisnotatrueending.com/archive/44372521/&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Warhammer 40,000]]&lt;br /&gt;
[[Category:Space Marines]]&lt;br /&gt;
[[Category:/tg/ 40,000]]&lt;br /&gt;
[[Category:Custom Chapters]]&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(9E)_Xenos&amp;diff=1011674</id>
		<title>Warhammer 40,000/Tactics/Kill Team(9E) Xenos</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/Tactics/Kill_Team(9E)_Xenos&amp;diff=1011674"/>
		<updated>2026-05-20T16:13:02Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
{{Kill Team Tactics (9E)}}&lt;br /&gt;
&lt;br /&gt;
==Greenskin==&lt;br /&gt;
===Why Play Greenskin===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Even the basic Ork Boy has a minimum of 10 wounds and 3 3/4 damage melee attacks, making him a fearsome force in close range.&lt;br /&gt;
**Small board sizes let you get into melee faster.&lt;br /&gt;
**Recreate the days of Gorkamorka!&lt;br /&gt;
**You can make a team of 1 ork nob and [[Gretchin Revolutionary Committee|20 grots]] for more bodies than any other team can hope for. (Note: &#039;&#039;can&#039;&#039; doesn&#039;t mean &#039;&#039;should&#039;&#039;.)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your Ballistic Skill is almost universally 5+; most of your damage will have to be done in melee.&lt;br /&gt;
**Your armour is frail to nonexistent. You&#039;ll need to stay huddled in cover whenever possible.&lt;br /&gt;
**Your Kommandos are usually outclassed by the normal Boyz team, limiting their use. If you wanna play kommandos, look below at their dedicated team.&lt;br /&gt;
&lt;br /&gt;
===GS Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Skick bomb (2EP):&#039;&#039;&#039; Frag Grenade but with +1 Crit damage.&lt;br /&gt;
*&#039;&#039;&#039;&#039;Eavy Armour (2EP):&#039;&#039;&#039; Operative with 5+ save only. He gains a 4+ save.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Bosspole (3EP):&#039;&#039;&#039; {{W40kKeyword|Boss Nob}} or {{W40kKeyword|Kommando Nob}} only. Bearer gains +1 APL; the more actions the better. Either Nob is already going to be the most powerful warrior in your team, making this a no-brainer.&lt;br /&gt;
*&#039;&#039;&#039;Drum Mag (2EP):&#039;&#039;&#039; Pick a shoota or Big shoota the bearer has. That gun gains Ceasless. Kind of wasted on a normal shoota, but great on the big ones.&lt;br /&gt;
*&#039;&#039;&#039;Targetin&#039; Fing (3EP):&#039;&#039;&#039; One ranged weapon that is neither a burna or a kombi-weapon gets +1 BS to a maximum of 4+. Notably it&#039;s useless on a spanner, who already has a 4+ on all of his guns. A good investment on another ranged unit, though.&lt;br /&gt;
*&#039;&#039;&#039;Cuttin&#039; Nozzle (2EP):&#039;&#039;&#039; {{W40kKeyword|Burna Boy}} only. Choppa but Lethal 5+ and -1 normal damage. This lets them do melee, a feature they lost upon the switch to 8E. It also works as a defensive tool because it gives the burna an extra attack and therefore an extra opportunity to parry.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Kustom Force Field (3EP):&#039;&#039;&#039; {{W40kKeyword|Spanner}} only. Allies within 3&amp;quot;/square gets a 5++ save from shooting attacks coming from outside the bubble.&lt;br /&gt;
&lt;br /&gt;
===GS Units===&lt;br /&gt;
A Greenskin killteam consists of any 2 of the following fire teams:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Boy Fire team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fireteam is composed of 5 of the following: &lt;br /&gt;
*0-1 boy boss nob (if you don&#039;t have another leader)&lt;br /&gt;
*5 of the following:&lt;br /&gt;
**4-5 Boy Fighter&lt;br /&gt;
**0-1 Boy Gunner&lt;br /&gt;
**0-10 boy Gretchin (any number of boy fighters can be replaced by two gretchin each)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Boss Nob (Combat, Stanch):&#039;&#039;&#039; The big guy. Already fearsome in 40k, the Boss Nob is a powerhouse in Kill Team. Note that, as the rules are written, the Nob is added to the team instead of replacing another ork, further cementing his status as the best choice for a leader. With 13 wounds and a plethora a great weapons for shooting and especially in melee, a Nob can go toe-to-toe with almost anything in the game. Just try not to get caught in the open; his 4+ save can only get you so much.&lt;br /&gt;
**For all intents and purposes, do not bother with a base shoota. You sacrifice your firepower for so little in return. Besides, by grabbing a melee weapon you can grab a kombi-skorcha or kombi-rokkit if you don&#039;t want to deal with the slugga&#039;s range limitations. While both kombi-weapons give you only one shot of the special weapon, they both give you a shoota as well. The kombi-skorcha gives a short-ranged torrent to deal with mobs while the kombi-rokkit provides a punch with AP1 and deals Splash 1 on a Crit.&lt;br /&gt;
**Melee weapons are what the nob shines at. The base choppa gives you some impressive damage, and the big choppa one-ups it. The killsaw and power klaw both deal more damage than the big choppa on a crit, with the difference being that the killsaw has Rending on a crit to murderize someone while the klaw has Brutal to overwhelm enemy defenses.&lt;br /&gt;
*&#039;&#039;&#039;Boy Fighter (Combat, Marksman):&#039;&#039;&#039; The Boyz. As you&#039;d expect, they&#039;re tough, hits hard in melee, and don&#039;t really have much else going for them. The can either take a shoota and their fists for some shooting ability, or a slugga and choppa to kill things up close, like a proppa&#039; greenskin.&lt;br /&gt;
*&#039;&#039;&#039;Boy Gunner (Staunch, Marksman):&#039;&#039;&#039; Boy Gunners can choose between either a Big Shoota (with a disappointingly low damage score but a great RoF) or a Rokkit Launcha for some powerful splash damage.&lt;br /&gt;
*&#039;&#039;&#039;Gretchin (Marksman, Scout):&#039;&#039;&#039; Not as worthless as they are in 9th edition. They&#039;re still pathetically weak with a mere 5 wounds and a 6+ save, but the mechanics of the game are more forgiving of individual warriors. They have a GA of 2 allowing them to coordinate together and run circles around their less numerous enemies, and they can perform campaign actions while your Orks do the krumpin&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clan Kommanando team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Clan Kommanando Nob (if you don&#039;t have another leader)&lt;br /&gt;
*4-5 Clan Kommanando Fighter&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clan Kommanando Nob (Combat, Stanch):&#039;&#039;&#039; Similar stats to the Boss Nob, but with fewer options in exchange for some sneaky stratagems and +1 ballistic skill on his slugga for some reason. If you want to play Kommandos, play the dedicated kommando team, because this guy is easily outclassed by the other Nob&#039;s improved wargear selection and the fact that the normal Nob is added to the team instead of replacing a boy.&lt;br /&gt;
*&#039;&#039;&#039;Clan Kommanando Fighter (Combat, Scout):&#039;&#039;&#039; Exactly like a slugga boy, but with access to a special ploy. He doesn&#039;t even get the increased BS that the Nob gets. Just in case it wasn&#039;t clear by now PLAY A DEDICATED KOMMANDO TEAM IF YOU WANT KOMMANDOS, they aren&#039;t worth it otherwise.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Specshulist team (Max 1)&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fireteam is composed of 4 of the following:&lt;br /&gt;
*0-1 Spanner Specshulist(if you don&#039;t have another leader)&lt;br /&gt;
*0-4 Burna Boy&lt;br /&gt;
*0-4 Loota&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spanner (Staunch, Marksman):&#039;&#039;&#039;  Your weakest leader with &amp;quot;only&amp;quot; 11 wounds and a 5+ save, he&#039;s not that tough and is a great candidate for &#039;Eavy Armour equipment. While the two Nobs are melee beasts, the Mek is a shooty leader. He can use a rokkit launcha or big shoota better than anyone else on your team, or get a kustom mega-blasta and live dangerously with AP2 and Hot without a way (or reason) to turn it off.&lt;br /&gt;
*&#039;&#039;&#039;Burna Boy (Staunch, Marksman):&#039;&#039;&#039; These green pyromaniacs are a great addition in killteam; their relatively short range doesn&#039;t matter in such a closed environment, and the 2+ to hit and torrent let a single burna boy lock down a firing lane on his own. And you can take up to four of them.&lt;br /&gt;
*&#039;&#039;&#039;Loota (Staunch, marksman):&#039;&#039;&#039; Your dedicated gunline. Their rate-of-fire and high damage can help them deal a lot of damage, but their poor ballistic skill can lead to some disappointment. Needs some experience or a Tagetin&#039; Fing to really be worth it, but with enough investment he can easily earn his keep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GS Ploy===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dakka! Dakka! Dakka! (1 CP):&#039;&#039;&#039; Until the end of the turning point, when making a shooting attack and retain any crits, make a fail into a retained successful normal hit.&lt;br /&gt;
*&#039;&#039;&#039;WAAAAGH! (1 CP):&#039;&#039;&#039; Until end of the turning point, when a greenskin retains two or more normal hits, one becomes a crit. (how consistent rolling 6s are?) &lt;br /&gt;
*&#039;&#039;&#039;Get Stuck In! (1 CP):&#039;&#039;&#039; Until the end of the turning point, when a {{W40kKeyword|Boy}} operative uses the Fight action, they can reroll one attack dice.&lt;br /&gt;
*&#039;&#039;&#039;Skulk About (1 CP):&#039;&#039;&#039; Until the end of the turning point, a {{W40kKeyword|Clan Kommando}} operative with the Conceal order can auto-retain one successful normal save. Provides protection for Kommandos if the enemy gets line of sight. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Just a Scratch (1 CP):&#039;&#039;&#039; When resolving a successful hits step from shooting attack or combat, ignore damage inflieced by one attack dice. Space marine transhuman physiology but better, and you&#039;ll need it with your low armour saves.&lt;br /&gt;
*&#039;&#039;&#039;More Dakka (1 CP):&#039;&#039;&#039; If an operative doesn&#039;t deal damage with a shooting attack, they can shoot at the target again. A great bit of insurance for lootas and boy gunners.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===GS Strategies===&lt;br /&gt;
&lt;br /&gt;
==Kommandos (Octarius)==&lt;br /&gt;
===Why Play Kommandos===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Who doesn&#039;t love the fun of sneaking up on your enemies with mob of stupid hulking orks?&lt;br /&gt;
** A large host of specialists and equipment options give you plenty of tricks up your sleeves.&lt;br /&gt;
** [[Heresy|Your Orks actually practice their shooting, giving them a 4+ BS or better.]]&lt;br /&gt;
** The Squig Bomb is hilarious and crazy fun to use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Your armour is really bad. You&#039;ll have to keep in cover as much as you can.&lt;br /&gt;
** An absolute maximum three of your ten models can take a weapon with more than Pentagon/6&amp;quot; range. You have no choice but to fight up close and personal.&lt;br /&gt;
** You have more options than you can fit into one team, it can be really tricky to choose what to keep and what to leave behind.&lt;br /&gt;
** Not exactly a con, but worth mentioning: moreso than the Veteran Guardsmen, the kommando models are tricky to use in both Kill Team and 40k. The cool upgrades and fancy specialists are mostly just a waste of points in 40k compared to just getting more kommando boyz in the squad.&lt;br /&gt;
&lt;br /&gt;
===K Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blow it Up!:&#039;&#039;&#039; Revealed during the first turn. Your operatives gain a special 2 AP action that they can use while within 1&amp;quot;/triangle of an enemy bulwark and over 2&amp;quot;/circle of any enemies to score 2VP. Whenever you do this action, you can only Dash afterwards, so you&#039;d best find some good cover to protect yourself afterwards.&lt;br /&gt;
*&#039;&#039;&#039;Shokk Taktiks:&#039;&#039;&#039; Revealed during the first turn. You score 1 VP if you kill an enemy during the first turn, scoring another VP if you manage to control more operatives than the enemy on your second turn. Simply put, you&#039;d best make sure you can score everything you can ASAP or you wasted a Tac Op.&lt;br /&gt;
*&#039;&#039;&#039;Get Stuck In!:&#039;&#039;&#039; At the end of any turn except the last, you score 1 VP if you have at least three operatives in the enemy DZ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Blitz&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Rapid Assaults&#039;&#039;: Finish five games where you scored VP from the Shokk Taktiks or Get Stuck In Tac Ops. You&#039;re sneaky orks, so you&#039;d best make sure you can cover the ground and cap your points.&lt;br /&gt;
#&#039;&#039;Killing Blow&#039;&#039;: Finish one last game where you win VP through the Execution Tac Op. You&#039;ve had your fun with mucking about, now you get to krump the enemy!&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 XP for all operatives who died by enemy hands and 1 RP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Rampant Destruction&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Demolition Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Light the Fuses&#039;&#039;: Finish five games where you scored VP from the Sabotage or Blow It Up Tac Ops. Both require you to mark terrain pieces, so be sure you can get enough breathing room to finish your goals.&lt;br /&gt;
#&#039;&#039;Return to the Clan&#039;&#039;: Finish one last game where you score VP from the Behind Enemy Lines Tac Op. You&#039;ve done your damage by this point, so you can focus more on getting to the other side this time.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op gives you 1 RP and the ability to use the Equipment Drop requisition twice without spending RP. In Addition, all your operatives automatically pass any casualty and recovery checks. Enjoy your loot!&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Skinna:&#039;&#039;&#039; When this operative fights in melee, one roll of 5+ can count as a crit. Melee is where most Kommandos belong, so any chance for more crits helps.&lt;br /&gt;
#&#039;&#039;&#039;Irritable:&#039;&#039;&#039; This Operative adds +1 to both damage profiles of their melee weapons whenever they&#039;re not at max wounds, which can help offset their lack of sneakiness.&lt;br /&gt;
#&#039;&#039;&#039;Destructive:&#039;&#039;&#039; Whenever this operative charges, they gain Relentless on their melee attacks for their next Fight action. Just the thing you need to guarantee those hits.&lt;br /&gt;
#&#039;&#039;&#039;Shifty:&#039;&#039;&#039; If this operative is shot at while behind cover and are either Readied or using the Conceal order, you can score two saves as a result of cover rather than the default of one.&lt;br /&gt;
#&#039;&#039;&#039;Thievin&#039; Git:&#039;&#039;&#039; When selecting equipment, this operative can pick up one piece of wargear for 1 less EP. Free grenades, a cheaper upgrade, you&#039;ve got plenty of reasons to save that EP.&lt;br /&gt;
#&#039;&#039;&#039;Ambusher:&#039;&#039;&#039; Once per game, this operative can immediately change their order at the start or end of their activation. Need to hide after knocking down an enemy? Need to exploit Conceal before you can bust out and open fire? You&#039;ll get one chance with this.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Orky Constitution (1 RP):&#039;&#039;&#039; An operative can re-roll their casualty test, recovery check, or battle scar roll. Orks aren&#039;t meant to be lying down to heal, they&#039;re made for fighting and winning!&lt;br /&gt;
*&#039;&#039;&#039;Grab Da Loot (1 RP):&#039;&#039;&#039; Whenever you score your max VPs from mission objectives, you can spend use this Requisition for 1d3 more RP. While it won&#039;t cost you anything, it&#039;s gonna require a lot of effort in order to be able to even use this.&lt;br /&gt;
*&#039;&#039;&#039;Fearsome Reputation (1 RP):&#039;&#039;&#039; One operative scores 3 XP whenever they finish a game where they kill 3+ enemies or 2+ enemies if you nailed an enemy Leader as one of them. This doesn&#039;t worry about any XP caps set by being downed, so you&#039;re not gonna have anything to worry about mortality costing you.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Territorial Glyphs:&#039;&#039;&#039; When setting up your models, you can drop a Glyph on the board within 6&amp;quot;/pentagon of your DZ. Nobody can be set up within 6&amp;quot; of this unless they&#039;re in their own DZ. Meanwhile any of your operatives within 6&amp;quot;/pentagon of this glyph can re-roll one hit die in melee. That former part will be more often usable since it can cut off enemies from a possible objective.&lt;br /&gt;
*&#039;&#039;&#039;Loot Hoard:&#039;&#039;&#039; All grenades (whether equipment or actions) can be used twice rather than once. This also allows you to equip kommandos with extra shootas and choppas for 1 EP, though not many would ever really need both of these.&lt;br /&gt;
*&#039;&#039;&#039;Explosives Stash:&#039;&#039;&#039; All your operatives except the Bomb Squig gain a new 2AP action. This action can be used within 1&amp;quot;/triangle of a Heavy obstacle and over 2&amp;quot;/circle of any enemies, turning that obstacle into Light terrain. While this sounds rather crushing, this also adds this cover-destruction to the Sabotage or Blow it Up Tac Ops as well, making it vital to scoring VP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Shiny Slugz (2/3 EP):&#039;&#039;&#039; One slugga, dakka shoota or scoped big shoota gains AP1, an easy upgrade to punch past power armor and anything below. Costs 2 EP for a slugga, otherwise it&#039;s 3 EP.&lt;br /&gt;
#&#039;&#039;&#039;Mork&#039;s Eyeball (1/3 EP):&#039;&#039;&#039; One slugga, dakka shoota, scoped big shoota or rokkit launcher improves their BS by +1 making it more effective as a gun. Costs 1 EP for a slugga and even removes the range limitation, but costs 3 EP for any other gun.&lt;br /&gt;
#&#039;&#039;&#039;Devil&#039;s Whispa (2 EP):&#039;&#039;&#039; One slugga gains Silent and Lethal 4+, making it better for close-ranged marksmanship. After all, who&#039;d expect your pistol to be a sniper rifle?&lt;br /&gt;
#&#039;&#039;&#039;Skraga&#039;s Choppa (2 EP):&#039;&#039;&#039; One choppa, big choppa, or twin choppas gain Lethal 5+, giving you a chance for higher pain in combat.&lt;br /&gt;
#&#039;&#039;&#039;Fungal Brew (2 EP):&#039;&#039;&#039; Provides you a sorta potion. The bearer loses one battle scar, gains immunity to the injured condition and auto-passes their casualty test. All you need to keep one boy at peak efficiency.&lt;br /&gt;
#&#039;&#039;&#039;Klever Kap (2 EP):&#039;&#039;&#039; Gain +1 CP. All for you to blow on ploys.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===K Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Choppa (2EP):&#039;&#039;&#039; It&#039;s a choppa. Gives your dedicated gun-orks some melee punch.&lt;br /&gt;
*&#039;&#039;&#039;Slugga (2EP):&#039;&#039;&#039; A basic sidearm. Really dang useless as everyone either already has one or has a more useful ranged weapon.&lt;br /&gt;
*&#039;&#039;&#039;Harpoon (3EP):&#039;&#039;&#039; Maximum two per team. Gives you another pentagon/6&amp;quot; shooting attack with decent damage and a chance to stun for tying up your enemies.&lt;br /&gt;
*&#039;&#039;&#039;Sledgehammer (3EP):&#039;&#039;&#039; Maximum two per team. A blunter choppa that trades the increased critical damage of the normal choppa for the Stun ability. A specialized tool for klever boyz. &lt;br /&gt;
*&#039;&#039;&#039;Smoke Bombs (3EP):&#039;&#039;&#039; Just like the Space Marine wargear, this is a single-use grenade to make a bubble with a radius of 2&amp;quot;/circle, allowing your team some protection from enemy fire for the turn. Note that this is for any lines of fire going THROUGH the smoke cloud, not just those inside it.&lt;br /&gt;
*&#039;&#039;&#039;Stun Grenade (3EP):&#039;&#039;&#039; Another single-use grenade that allows your Orks to potentially rob AP from an enemy on a 4+ (-1 if the enemy is concealed) if within the blast zone.&lt;br /&gt;
*&#039;&#039;&#039;Skikkbomb (2EP):&#039;&#039;&#039; Frag Grenade but with +1 Critical damage.&lt;br /&gt;
*&#039;&#039;&#039;Dynamite (4EP):&#039;&#039;&#039; Bigger, heavier Stikkbomb with significantly more damage. Note, however, that it&#039;s Unwieldy, making it much harder to use properly, and you can only use it once per game.&lt;br /&gt;
*&#039;&#039;&#039;Climbing Rope (1EP):&#039;&#039;&#039; Allows the bearer to climb up and down terrain much easier, allowing for more mobile tactics.&lt;br /&gt;
&lt;br /&gt;
===K Units===&lt;br /&gt;
All Kommandos get the unique ability to charge while Concealed, helping compensate for your lackluster long ranged shooting. Note that the bomb squig doesn&#039;t have this ability and [[fail|cannot ever be concealed in the first place]].&lt;br /&gt;
&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration fireteam consists of 10 the following:&lt;br /&gt;
*1 Kommando Nob&lt;br /&gt;
*9 of the following:&lt;br /&gt;
**0-9 Kommando Boyz&lt;br /&gt;
**0-1 Kommando Slasha Boy&lt;br /&gt;
**0-1 Kommando Breacha Boy&lt;br /&gt;
**0-1 Kommando Snipa Boy&lt;br /&gt;
**0-1 Kommando Dakka Boy&lt;br /&gt;
**0-1 Kommando Comms Boy&lt;br /&gt;
**0-1 Kommando Burna Boy&lt;br /&gt;
**0-1 Kommando Rokkit Boy&lt;br /&gt;
**0-1 Kommando Grot&lt;br /&gt;
**0-1 Bomb Squig&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kommando Nob (Combat, Staunch):&#039;&#039;&#039; Still the melee machine you&#039;d expect from any ork nob, this guy has the extra kunning ability to grant any operative within 6&amp;quot;/pentagram of his an extra APL for all manner of clever tricks. And it doesn&#039;t even cost him an action to do it, so he can boost himself if he really needs to [[get shit done]]. Comes with a slugga and your choice of either the big choppa for accuracy or the power klaw for +1 critical damage and the Brutal ability.&lt;br /&gt;
*&#039;&#039;&#039;Kommando Boy (Combat, Staunch, Scout):&#039;&#039;&#039; Your boyz. You&#039;ve got so many options, you can easily make a team without any of these guys. Even if you really do want them, you can just buy choppas for your other boys with EPs (You can also buy sluggas as well, but everyone already has one or something better). Still, there are only seven other ork options, so if you really hate grots and bomb squigs you&#039;ll end up taking one or two. They&#039;re also some of the best carriers for some of your gear, especially the harpoon and dynamite, as they aren&#039;t sacrificing any serious shooting to use them.&lt;br /&gt;
*&#039;&#039;&#039;Kommando Slasha Boy (Combat, Staunch, Scout):&#039;&#039;&#039; An ork even more choppa crazy than others (that&#039;s hard to do). He trades his slugga with silenced throwing knives for a bit of ranged potential, but you really want this guy in melee. His twin choppas have the Relentless rule to maximize his [[rip and tear|slice and dice]] action, and he has the special ability to deal 2 mortal wounds to any enemy that hurts him in melee on a 4+. Overall he&#039;s an incredible asset that&#039;s all but guaranteed to bring some serious pain in melee, provided he can get their first. Almost strictly speaking better than the normal boy in every way, even his throwing knives are [[derp|better than a normal boyz pistol]]. Given that he can throw knives with Silent, he makes a good candidate for Sneaky Git shenanigans. &lt;br /&gt;
*&#039;&#039;&#039;Kommando Breacha Boy (Combat, Staunch):&#039;&#039;&#039; A kommando with a big-ass battering ram. He can use his ram to move straight through thin terrain, and it&#039;s a decent melee weapon to boot, although keep in mind it only has 3 attacks, which can cause some problems. With 5/5 damage and the Brutal ability, this guys doesn&#039;t care one iota about critical strikes unless he charges into combat, in which case his ram gets the Stun keyword for even more power.&lt;br /&gt;
*&#039;&#039;&#039;[[Vindicare|Kommando Snipa Boy]] (Marksman):&#039;&#039;&#039; The meme is dead. [[what|Ork Snipers are real.]] His modified version of the Big shoota has the same low damage but high RoF as the normal Boyz one, but trades the fusillade ability for the chance to deal mortal wounds on crits. He has not one but two unique actions, both of which cost 2 AP:&lt;br /&gt;
**&#039;&#039;&#039;&#039;Av it!&#039;&#039;&#039; lets him do a better fusillade attack, allowing him to unload all 6 shots on one target, and then 4 shots on any subsequent targets (the -2 attacks only applies to the base value of the profile separately for each shot - it doesn&#039;t stack based on the previous shots taken).&lt;br /&gt;
**&#039;&#039;&#039;Da Best Spot&#039;&#039;&#039; on the other hand, lets him shoot without breaking cover, compensating for his gun&#039;s lack of the Silent ability.&lt;br /&gt;
*&#039;&#039;&#039;Kommando [[Dakka]] Boy (Marksman, Scout):&#039;&#039;&#039; Another shooting boy. His dakka-shoota is a 5-shot bolter that can re-roll any or all hits when firing at a target within 6&amp;quot;/pentagram of him, and his unique action lets him shoot and dash (or dash and shoot) with it for only 1 AP, making him an expert of run-and-gun.&lt;br /&gt;
*&#039;&#039;&#039;Kommando Comms Boy (Staunch, Scout):&#039;&#039;&#039; Your finkin&#039; boy. He&#039;s got a plan, which allows him to perform mission actions and Pick Up for 1 less AP, to a minimum of 0. He can also give any other Kommando within 6&amp;quot;/pentagon of him an extra APL, but unlike the Nob his does require an action from him. For weapons, he has the bizarre Shokka pistol, which fires 6 shots that do 1/1 damage each. Seems terrible, until you notice it has Stun and MW2, making it a gun that does serious damage on crits. A great candidate to carry a sledgehammer even if you aren&#039;t planning to get into melee, as the extra attack and Stun ability can help him nullify enemy attacks to stay alive.&lt;br /&gt;
*&#039;&#039;&#039;Kommando Burna Boy (Staunch, Marksman):&#039;&#039;&#039; A boy with a flamethrower. Unlike normal orks, you can only take one and he can&#039;t get a cutting nozzle, so he really has to focus on his shooting or buy a choppa if you expect some melee fighting (and with the extremely short range of his gun, melee is all but unavoidable).&lt;br /&gt;
*&#039;&#039;&#039;Kommando Rokkit Boy (Marksman):&#039;&#039;&#039; An ork with a Rokkit Launcha. Not only does he have an un-orkish BS of 4+, but if he stands still before shooting he can re-roll any or all of his attack dice for some serious ranged damage. A good choice for clustered enemies and hard targets.&lt;br /&gt;
*&#039;&#039;&#039;Kommando Grot (Scout):&#039;&#039;&#039; Quite different from the standard grots, and extremely useful. He can&#039;t take wargear and he&#039;s pathetically weak with a mere 5 wounds, but this one has a 5+ save, doubling his survival chances against shooting. Not that the enemy will get much chance to shoot him, he cannot have the Engage order and must remain Concealed, even if an enemy ability would force him to be otherwise. His only weapon is a pathetic little knife with a surprising 1/4 damage, meaning he could [[what|&amp;lt;i&amp;gt;theoretically&amp;lt;/i&amp;gt; kill a space marine in a single round of combat]]. But his main selling point is his grappling hook; he can zip around the battlefield with [[awesome|unlimited flying movement]] as long as he ends his move within 2&amp;quot;/triangle of a terrain piece. In short, the grot is the perfect objective guy to do all the tedious stuff while your orks focus on krumping.&lt;br /&gt;
*&#039;&#039;&#039;Bomb Squig:&#039;&#039;&#039; The kamakaze squig is exactly what you would expect; a big dumb ball of teeth and explosives that should be thrown directly into the toughest enemy there is before blowing up. His melee attack is surprisingly decent and he has a good chance of blowing up even if he dies, so feel free to send him into melee. He can&#039;t take equipment, gain experience, perform actions, or be concealed, but he also automatically passes casualty tests, making him both expendable and easy to replace. You can&#039;t ask for a better [[distraction carnifex|distraction]].&lt;br /&gt;
&lt;br /&gt;
===Kommando Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;SSSSHHHH! (1 CP):&#039;&#039;&#039; Only usable once per game. Let&#039;s every kommando that&#039;s hidden from enemies make a free dash action, to help you get your guys into position.&lt;br /&gt;
*&#039;&#039;&#039;Dakka! Dakka! Dakka! (1 CP):&#039;&#039;&#039; Until the end of the turning point, when making a shooting attack and retain any crits, make a fail into a retained successful normal hit.&lt;br /&gt;
*&#039;&#039;&#039;WAAAAGH! (1 CP):&#039;&#039;&#039; Until end of the turning point, when a greenskin retains two or more normal hits, one becomes a crit.&lt;br /&gt;
*&#039;&#039;&#039;Skulk About (1 CP):&#039;&#039;&#039; Until the end of the turning point, Clan Kommando with the Conceal order can Auto retain one successful normal save. protection for Kommandos if the enemy gets line of sight. This can even work against enemies on a Vantage Point.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Just a Scratch (1 CP):&#039;&#039;&#039; When resolving a successful hits step from shooting attack or combat, ignore damage inflieced by one attack dice. Space marine transhuman physiology but better, and you&#039;ll need it with your low armour saves.&lt;br /&gt;
*&#039;&#039;&#039;Krump &#039;Em (1 CP):&#039;&#039;&#039; One Kommando can do a free fight action at the end of the Firefight phase. This is amazing, and you should use it whenever you can.&lt;br /&gt;
*&#039;&#039;&#039;Sneaky Git (1 CP):&#039;&#039;&#039; Lets one Kommando (other than the bomb squig) set up anywhere within 2&amp;quot;/triangle of heavy terrain and more than 6&amp;quot;/pentagram away from enemies. Perfect for getting your Nob into prime rampaging territory, or get your Sniper right where he needs to be.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===K Strategies===&lt;br /&gt;
&lt;br /&gt;
==Tomb World==&lt;br /&gt;
===Why Play Tomb World===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Strongest ranged weapons in game.&lt;br /&gt;
** Near Astartes-level endurance and firepower, and more so under the right circumstances.&lt;br /&gt;
** Some impressive WS and BS scores. Even your lowest warriors got a 3+ WS/BS to blast away foes.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Another slow kill team, cover can be a bitch.&lt;br /&gt;
** Your wargear is expensive as hell.&lt;br /&gt;
&lt;br /&gt;
===TW Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Devouring Nonoscarabs (3 EP):&#039;&#039;&#039; Limited grenade, indirect bolter with Lethal 5+. &lt;br /&gt;
*&#039;&#039;&#039;0-1 Sempiternal Weave (3 EP):&#039;&#039;&#039; {{W40kKeyword|Immortal Leader}} or {{W40kKeyword|Deathmark Leader}} only. Gains +2 Save.&lt;br /&gt;
*&#039;&#039;&#039;Starfire Core (2 EP):&#039;&#039;&#039; Pick a gauss flayer, reaper, or blaster the bearer has. Whenever this gun scores a crit while shooting, it can convert a missed shot into a hit.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Weave (2 EP):&#039;&#039;&#039; When an enemy charges into engagement range with the bearer, you inflict a MW for each 5+ on 3 dice.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Mindshackle Scarabs (3 EP):&#039;&#039;&#039; Grants a special 1 AP action to make a visible enemy operative within Square/2&amp;quot; roll against APL; if the die beats the APL, that operative suffers -1 APL, but if you roll more then double the APL you get get a free Shoot or fight action against a friendly operative.&lt;br /&gt;
*&#039;&#039;&#039;Hyperphase Blade (2 EP):&#039;&#039;&#039; Upgrades the bearer&#039;s bayonet to gain Lethal 5+, making this only useful for warriors and immortals..&lt;br /&gt;
&lt;br /&gt;
===TW Units===&lt;br /&gt;
A common rule shared by your entire army is the Living Metal ability. This allows your operatives to recover 2 wounds on the Ready Operatives step of each turn, giving the Necrons exceptional durability.&lt;br /&gt;
&lt;br /&gt;
The Tomb World Kill Team consists of 2 fireteams&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Necron Warrior Fire team (Max 1)&amp;quot;&amp;gt;&lt;br /&gt;
This Security fireteam is composed of 5 Necron Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Necron Warrior (Staunch, Marksman):&#039;&#039;&#039; They&#039;re tankier than most non-marine operatives, but that&#039;s without counting some of the tricks they have in store. They come with APL2, a 4+ save, and 9 wounds instead of 11 but each model can recover 2 wounds each turning point so it&#039;s a lot more as long the enemy doesn&#039;t focus them down. Hopefully you&#039;ll have a plan to avoid such a thing happening. Pick between Gauss Flayers which are as effective as Bolters or the Gauss Reaper that is short-ranged but deals +1 damage and P1.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Immortal Fire team&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy/Security fireteam is composed of 4 of the following:&lt;br /&gt;
*0-1 Immortal Leader (if you don&#039;t have another leader)&lt;br /&gt;
*3-4 Immortal Warrior&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Immortal Leader (Staunch, Marksman):&#039;&#039;&#039; Pretty much the same as the base immortal but with an extra wound and improved BS.&lt;br /&gt;
*&#039;&#039;&#039;Immortal Warrior (Staunch, Marksman):&#039;&#039;&#039; An upgrade on the Necron Warrior with +1 W and 3+ save. Choose between a Gauss Blaster equivalent of a heavy bolt rifle, or the Tesla Carbine that swaps AP1 with Splash 1 as a deterrent for melee operatives from moving up.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Flayed One team&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Flayed One Leader (if you don&#039;t have another leader)&lt;br /&gt;
*4-5 Flayed One Warrior&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flayed One Leader (Combat, Scout):&#039;&#039;&#039; A basic Flayed One +1 wound and WS 2+.&lt;br /&gt;
*&#039;&#039;&#039;Flayed One Warrior (Combat, Scout):&#039;&#039;&#039; Your only melee-focused operative. You&#039;re essentially working with a necron warrior who gets five attacks with their claws, and all of them have Rending to maximize on any crits you get.&lt;br /&gt;
**The Q1 2022 Dataslate gave a rather decent perk by upping the Flayed Ones&#039; claws from 3/4 to 4/5, making them way more dangerous - on par with your Immortals&#039; weapons.&lt;br /&gt;
     &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Deathmark Fire team&amp;quot;&amp;gt;&lt;br /&gt;
This Seek &amp;amp; Destroy/Recon fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Deathmark Leader (if you don&#039;t have another leader)&lt;br /&gt;
*3-4 Deathmark Warrior&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathmark Leader (Marksman, Scout):&#039;&#039;&#039; Standard Deathmark +1 wound and Balanced on their rifle to offset the 2+ BS they&#039;d normally have. While they do have 2+ WS on their fists, there&#039;s no reason for them to even get that close. Leave it to other operatives to punch goons.    &lt;br /&gt;
*&#039;&#039;&#039;Deathmark Warrior (Marksman, Scout):&#039;&#039;&#039; Your team of snipers come with with a Heavy AP1 sniper rifle. Fortunately, they have 3+ save and 10 wounds, so they&#039;re about as durable as an immortal if they need to take some abuse.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===TW Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Onslaught (1 CP):&#039;&#039;&#039; Until the end of the turning point, your operatives can re-roll an attack dice when shooting at an enemy within 6&amp;quot;/pentagon&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Concealment (1 CP):&#039;&#039;&#039; Until the end of Turning point, {{W40kKeyword|Deathmark}} operatives can take an action to change their own orders. Letting them jump from hidden to shoot then return to hidden again at the end of their activation.&lt;br /&gt;
*&#039;&#039;&#039;Implacable March (1 CP):&#039;&#039;&#039; Until the end of turning point, whenever an operative is given the engage order, a operative can make a Implacable March, adding that missing 2&amp;quot;/circle to move but they can only perform Normal Move (so practically moving 6&amp;quot; instead of 5&amp;quot; when dashing), charge, shoot or fight actions. Expect to use this the moment your operatives have gotten within charging distance or when your gauss reapers can finally fire upon your foes.&lt;br /&gt;
*&#039;&#039;&#039;Skulking Killer (1 CP):&#039;&#039;&#039;  Until end of the turning point, {{W40kKeyword|Flayed One}} operatives can perform a charge action while in Conceal order.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols (0 CP):&#039;&#039;&#039; When an operative dies, you can place a marker over where they died as well as their order token. During the Ready Operatives step of each turning point, you can roll a d6 and on a 3+ (2+ for Necron Warriors) you can resurrect your operative with d3 wounds right where they fell.&lt;br /&gt;
**The Q1 2022 dataslate knocked the cost of this ploy to 0 - That&#039;s right, you can use this any phase where you&#039;re losing an operative!&lt;br /&gt;
*&#039;&#039;&#039;Living Lighting (1 CP):&#039;&#039;&#039; Whenever an {{W40kKeyword|Immortal}} operative with a tesla carbine scores one or more crits, they can choose to either make it deal Splash 2 damage or extend the range of its splash damage to models within square/3&amp;quot; instead of the standard circle/2&amp;quot;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Heirotek Circle (Shadowvaults)==&lt;br /&gt;
===Why Play Heirotek Circle===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** The Cryptek and Apprentek (understudy) provide all sorts of unusual powers.&lt;br /&gt;
** Strongest ranged weapons in game thanks to the Immortals and Deathmarks.&lt;br /&gt;
** Near Astartes-level endurance and firepower, and more so under the right circumstances.&lt;br /&gt;
** Some impressive WS and BS scores. Even your lowest warriors got a 3+ WS/BS to blast away foes.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Another slow kill team, cover can be a bitch.&lt;br /&gt;
** Your melee is lacking. Immortals might be able to hold their ground, but nothing more than that.&lt;br /&gt;
** Your Cryptek is a very visible and very high-priority target.&lt;br /&gt;
*** Expect people to also target your mostly-defenseless Plasmacytes.&lt;br /&gt;
** On paper the team looks good; in practice you&#039;re a bottom performer because of your many glaring weak spots.&lt;br /&gt;
&lt;br /&gt;
===HCircle Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Living Metal:&#039;&#039;&#039; Same as ever, this is what makes the Necrons as tanky as marines if not more so. Each turn lets all operatives regenerate two wounds, or 1 wound for plasmacytes.&lt;br /&gt;
*&#039;&#039;&#039;Reanimation Protocols:&#039;&#039;&#039; Necron reanimation ability triggered in various ways (either by a Tactical Ploy, plasmacyte action, or technomancer action). At the end of every Ready Operatives step, notably before Living Metal, roll a d6 for all reanimation tokens placed. On a 3+, that operative is returned to the killzone around 3&amp;quot;/square of where they died with 3+d3 wounds remaining and an order of your choosing.&lt;br /&gt;
&lt;br /&gt;
===Cryptek Actions===&lt;br /&gt;
While the Crypteks aren&#039;t psykers, each does gain two out of three special abilities that effectively make them like one, and the Apprentek can use these actions on their own. As with psykers, you can only cast each power once per turn.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Chronomancer&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Chronometron:&#039;&#039;&#039; Pick one friendly operative within 6&amp;quot;/pentagon of the Cryptek. They boost their movement by square/+3&amp;quot; and gain a 5+ FNP save, both very handy buffs.&lt;br /&gt;
*&#039;&#039;&#039;Countertemporal Nanoine:&#039;&#039;&#039; Drop a mine within 6&amp;quot;/pentagon. Anyone who moves within 6&amp;quot;/pentagon of this mine subtracts circle/2&amp;quot; from their movement, which can hinder any charges or objective caps for the turn.&lt;br /&gt;
*&#039;&#039;&#039;Timesplinter:&#039;&#039;&#039; Pick one friendly operative within 6&amp;quot;/pentagon of the Cryptek. Their save now becomes an Invulnerable save, making for an incredible save to ignore overwatch or any such firing lines.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Psychomancer&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Conjure Trauma:&#039;&#039;&#039; One enemy the Cryptek can see is now counted as Injured, actual wounds be damned and special rules be damned. Custodes are now giant walking shiny targets and lesser foes will be hosed.&lt;br /&gt;
*&#039;&#039;&#039;Harbinger of Despair:&#039;&#039;&#039; Place a marker anywhere on the board that lasts for the turn. Whenever an enemy performs an objective action within 2&amp;quot;/circle of that marker, they must spen an additional AP to accomplish it. Similarly, anyone near the marker also counts their APL as one lower for the sake of capping points.&lt;br /&gt;
*&#039;&#039;&#039;Nightmare Shroud:&#039;&#039;&#039; Enemies that attack within 6&amp;quot;/pentagon of the Cryptek cannot re-roll to hit and cannot score crits, which is an EXTREME debuff, especially for those enemies that rely on those re-rolls (Ceaseless, Balanced) or rely on the crits (Lethal).&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Technomancer&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Canoptek Reanimation:&#039;&#039;&#039; The medic power. One operative with 3&amp;quot;/square recovers 2d3 wounds, or 1d3 if the operative had resurrected on this turn.&lt;br /&gt;
*&#039;&#039;&#039;Nanoscarab Repair Swarm:&#039;&#039;&#039; No operatives are considered Injured. In addition, Living Metal recovers one additional wound and Reanimation Protocols raises operatives with one extra wound.&lt;br /&gt;
*&#039;&#039;&#039;Rites of Reanimation:&#039;&#039;&#039; Operatives that die for the first time within 6&amp;quot;/pentagon of the Cryptek can attempt Reanimation Protocols.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HCircle Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Unearth Artifice:&#039;&#039;&#039; Revealed during the first turn. You can drop a special token anywhere over 6&amp;quot;/pentagon from your DZ and not on any terrain. Your operatives gain a special action they can use near this token to unearth it and mark it as theirs for 1 VP if you do it before turn 4, plus another VP if you end the game with it in your control.&lt;br /&gt;
*&#039;&#039;&#039;Unyielding Ancients:&#039;&#039;&#039; Revealed during the first turn. You score 1 VP if you have 3+ operatives aside from the Plasmacytes within 6&amp;quot;/pentagon of the center of the board or your opponent&#039;s DZ, and another VP if one of those operatives is either the Cryptek or Apprentek.&lt;br /&gt;
*&#039;&#039;&#039;Worthy of Study:&#039;&#039;&#039; Revealed during turn 1 or 2. Mark two enemy operatives, leaving your opponent to designate one of them as the test subject. When this operative dies, they leave behind a special marker for your Cryptek or Apprentek to claim, scoring 1 VP for each turn where you control this marker and your Cryptek or Apprentek is within 6&amp;quot; of that marker.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Excavate Nexus&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Perform Ritual Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Uncover Structures&#039;&#039;: Finish five games where you scored VP from the Unearth Artifice, Triangulate, or Central Control Tac Ops. All of these require controlling special spots, so you&#039;ll need to make sure that your scorers are well protected.&lt;br /&gt;
#&#039;&#039;Reactivate Nexus&#039;&#039;: Finish one last game where you score VP from the Plant Banner Tac Op. One last point to score.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op gives you 2 RP and one {{W40kKeyword|Cryptek}} operative or Apprentek gains 5XP to themselves. In Addition, all your operatives automatically pass any casualty and recovery checks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Field Study&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Recover Archeotech Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Collect Data&#039;&#039;: Finish five games where you scored VP from the Worthy of Study, Retrieval or Mark Target Tac Ops. &lt;br /&gt;
#&#039;&#039;Activate Dimensional Translocation&#039;&#039;: Finish one last game where you win VP through the Triangulate Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 5 XP to spread across your operatives and 1 RP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
{{W40kKeyword|Cryptek}} operative only&lt;br /&gt;
#&#039;&#039;&#039;Controlling:&#039;&#039;&#039;This operative can use the Command action on any Deathmark or {{W40kKeyword|Immortal}} operative that they can see, which is much handier for backliners.&lt;br /&gt;
#&#039;&#039;&#039;Ingenious:&#039;&#039;&#039; This operative gains all three Cryptek actions. Awesome.&lt;br /&gt;
#&#039;&#039;&#039;Collector:&#039;&#039;&#039; One item this operative grabs costs no EP. Awesome!&lt;br /&gt;
&lt;br /&gt;
For everyone else&lt;br /&gt;
#&#039;&#039;&#039;Enduring:&#039;&#039;&#039; If this operative didn&#039;t reanimate during this turn, they can restore an additional d3 wounds via Living Metal. However, this will block you from any other repair actions.&lt;br /&gt;
#&#039;&#039;&#039;Revenant:&#039;&#039;&#039; Add +1 to this operative&#039;s reanimation rolls. When they do resurrect, they gain a flat 3 wounds.&lt;br /&gt;
#&#039;&#039;&#039;Unrelenting:&#039;&#039;&#039; This operative can ignore all APL and movement modifiers, which can also include weapons with Stun.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Amend Protocol (1 RP):&#039;&#039;&#039; You can pick any one operative that isn&#039;t your {{W40kKeyword|Cryptek}} operative or Apprentek and doesn&#039;t have the Proficient Operative requisition and re-determine any or all Battle Honours they have. If you remove all of them, of course, you can also choose to re-spec them to a different specialism.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Treatment (1 RP):&#039;&#039;&#039; Lets you remove a Battle Scar from your {{W40kKeyword|Cryptek}} operative.&lt;br /&gt;
*&#039;&#039;&#039;Fearsome Reputation (1 RP):&#039;&#039;&#039; One {{W40kKeyword|Cryptek}} operative or Apprentek gains 2XP whenever you gain a piece of Rare Equipment or expand the asset capacity.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Gateway:&#039;&#039;&#039; Lets you use the Dimensional Translocation ploy for free on any operatives of your choosing.&lt;br /&gt;
*&#039;&#039;&#039;Repair Scarabs:&#039;&#039;&#039; Once after each battle, a rested operative will auto-pass their Recovery check. Great for getting your troops back on the field at peak efficiency.&lt;br /&gt;
*&#039;&#039;&#039;Tesseract Core:&#039;&#039;&#039; Any time you finish a Spec Op mission or expedition stage if you use the Gallowdark Exploration rules, you gain 1 RP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Plasma Crystal (2 EP):&#039;&#039;&#039; One ranged weapon gains MW1 or improves its MW score by 1.&lt;br /&gt;
#&#039;&#039;&#039;Resurrection Beam (3 EP):&#039;&#039;&#039; {{W40kKeyword|Cryptek}} operative or Apprentek only. This grants them the Plasmacyte Reanimator&#039;s resurrection beam ability to help raise your troops. Especially handy if you didn&#039;t take the Technomancer.&lt;br /&gt;
#&#039;&#039;&#039;Tech-Tendrils (3 EP):&#039;&#039;&#039; {{W40kKeyword|Cryptek}} operative only. An enemy within 2 circles/4&amp;quot; of the bearer loses an attack from any melee weapons they have. It also lets them perform an objective action at a 1AP discount.&lt;br /&gt;
#&#039;&#039;&#039;Rapid Reanimatrix (1 EP):&#039;&#039;&#039; The bearer auto-passes Casualty checks and re-rolls Recovery checks. Throw it on your Cryptek, don&#039;t regret it cuz that&#039;s your lynchpin for the entire team.&lt;br /&gt;
#&#039;&#039;&#039;Temporic Orb (1 EP):&#039;&#039;&#039; {{W40kKeyword|Cryptek}} operative only. Once per game, you can opt to either re-roll to seize the initiative or add +1 to your existing roll.&lt;br /&gt;
#&#039;&#039;&#039;Hunter Scarab (1 EP):&#039;&#039;&#039; Grants a single-use ranged attack that does pitiful damage but has Indirect and No Cover as well as MW1 if you get lucky with a crit.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HCircle Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Phase Oculars (2 EP):&#039;&#039;&#039; {{W40kKeyword|Deathmark}} operative only. Gives them a special free action to pick one enemy operative and change one successful hit against that operative into a critical hit (resolving MWx critical hit rule accordingly).&lt;br /&gt;
*&#039;&#039;&#039;Hyperphase Blade (2 EP):&#039;&#039;&#039; {{W40kKeyword|Immortal}} operative only. Upgrades the bearer&#039;s bayonet to gain Lethal 5+.&lt;br /&gt;
*&#039;&#039;&#039;Tesla Weave (2 EP):&#039;&#039;&#039; When an enemy operative charges into engagement range of the bearer, roll three d6. For each result of 5+, that enemy operative suffers 1 mortal wound.&lt;br /&gt;
*&#039;&#039;&#039;Arcshock Projector (1 EP):&#039;&#039;&#039; {{W40kKeyword|Immortal}} operative equipped with a tesla carbine only. Each time the bearer makes a shooting attack with a tesla carbine, for that attack, for the purposes of the Splash X critical hit rule, inflict mortal wounds on each other operative Visible to and within 3&amp;quot;/square of it (instead of 2&amp;quot;/circle).&lt;br /&gt;
*&#039;&#039;&#039;0-1 Phase Shifter (3 EP):&#039;&#039;&#039; {{W40kKeyword|Cryptek}} operative only. This operative gets a 4+ invulnerable save.&lt;br /&gt;
*&#039;&#039;&#039;Devourer Nanoscarabs (3 EP):&#039;&#039;&#039; Limited grenade, indirect bolter with lethal 5+.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Quantum Reanimytes (3 EP):&#039;&#039;&#039; When friendly {{W40kKeyword|Hierotek Circle}} operatives are within 3&amp;quot;/square of the bearer, each time that operative would lose a wound as the result of a mortal wound, roll one D6: on a 4+, that wound is not lost.&lt;br /&gt;
&lt;br /&gt;
===HCircle Units===&lt;br /&gt;
This Recon/Security Kill Team is composed of the following:&lt;br /&gt;
*1 Chronomancer or Psychomancer or Technomancer&lt;br /&gt;
*1 Plasmacyte Accelerator&lt;br /&gt;
*1 Plasmacyte Reanimator&lt;br /&gt;
*0-5 of the following:&lt;br /&gt;
**0-5 Deathmarks&lt;br /&gt;
**0-5 Immortal Guardians&lt;br /&gt;
**0-1 Apprentek&lt;br /&gt;
**0-1 Immortal Despotek&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cryptek (Staunch, Marksman, Scout):&#039;&#039;&#039; While technically three different profiles, all three Cryptek variants carry a lot of similarities. All of them get 11 wounds on a 3+ save, all of them get a special free command to let one Immortal or Deathmark within 6&amp;quot;/pentagon of themselves or the Despotek perform a free fight/overwatch or perform an objective action, and all of them can shoot through the Apprentek, measuring all ranges from them and also being able to re-roll any hit rolls of one number. The Q4 2022 Balance Dataslate did them quite a favor by not only buffing their BS, but also improving their wounds to a surprisingly monstrous 13 wounds, on tier with marines.&lt;br /&gt;
**&#039;&#039;&#039;Chronomancer:&#039;&#039;&#039; The only Cryptek with a choice in weapons between the weaker aeonstave that has Blast on its ranged profile as well as Lethal 5+ and Stun or the entropic lance with high damage at range (with AP1 and MW3) and a weaker melee profile with frightening crits. Their powers focus a lot on buffing your other operatives, allowing them to ignore more of the enemy&#039;s distractions while performing objectives.&lt;br /&gt;
**&#039;&#039;&#039;Psychomancer:&#039;&#039;&#039; The Psychomancer is a debuff machine to the extreme. This sadly comes at the cost of some really dismal combat, with the abyssal lance dealing abysmal damage* but relies on covering enemies with a ranged blast with Splash 1 and a melee attack with Reap 3. If you field this Cryptek, they will absolutely need bodyguards to keep some distance between themselves and the targets.&lt;br /&gt;
***The lance does get notable better if your in &amp;quot;Close Quarters&amp;quot; space hulk style board. With lethal 5+ on splash and blast you could do a lot of damage if you get crits/mortal wounds to bounce around between a small group.&lt;br /&gt;
**&#039;&#039;&#039;Technomancer:&#039;&#039;&#039; The medic of the Crypteks and the one you need if you want to make the most out of Reanimation Protocols. However, their combat power is less than stellar, with the staff of light only being decent with AP1 at range and having decent crits in melee with Lethal 5+. While not exactly terrible, they have no reason to be in combat, as they need the space in order to perform their special actions.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Apprentek (Staunch, Marksman):&#039;&#039;&#039; Your lesser Cryptek is as powerful as your Technomancer in combat, with their arcane conduit being a staff of light without the Lethal. Their big value is their ability to use one Cryptek Power that you didn&#039;t use this turn as well as being a proxy for your Cryptek to fire from. Inversely, you can also have your Apprentek fire their weapons through the Cryptek for all the same benefits, which might help for the much weaker Crypteks.&lt;br /&gt;
*&#039;&#039;&#039;Immortal Despotek (Staunch, Marksman):&#039;&#039;&#039; An Immortal with an Ego, these aren&#039;t any better than the base Immortals aside from, though they do have values with the Cryptek&#039;s non-unique action as well as a better WS/BS. In addition, the Despotek has a special action that lets them grant a free Command Re-roll ploy on one Immortal that fights or shoots within 6&amp;quot;/pentagon of them.&lt;br /&gt;
*&#039;&#039;&#039;Immortal Guardian (Staunch, Marksman):&#039;&#039;&#039; Your mobile gunline Immortals are no slouches, likely to compensate how the rest of the army isn&#039;t very cut out for firepower. Your weapon choices are stuck between the high-power AP1 gauss blaster if you need to wipe out marines quickly and the weaker but more rapid-fire tesla carbine with Splash 3 to catch unlucky nearby enemies.&lt;br /&gt;
*&#039;&#039;&#039;Deathmark (Marksman):&#039;&#039;&#039; Despite having been billed as the elite snipers for the Necrons for as long as they have existed, this entry doesn&#039;t make them anywhere near sniper-worthy. That isn&#039;t to say that their synaptic disintegrators aren&#039;t bad, as they&#039;re actually about as powerful as any rifle, but Deathmarks can&#039;t fire these while camping behind cover and have no way to perform their surprise-attack shenanigans.&lt;br /&gt;
*&#039;&#039;&#039;Plasmacyte Accelerator (Scout):&#039;&#039;&#039; These are not mandatory for their combat prowess. With pathetic weapons, a 5+ save and 5 wounds, they can&#039;t even stand up to a fight with even a guardsman. Their value comes from the fact that they have a special ability to give a free AP with a friendly Immortal or Deathmark within 6&amp;quot;/pentagon of them, which will be super necessary considering their plodding speed. Fortunately, the Conceal order is very potent for them as they ignore anything that would normally nullify it and can fall back more easily than other necrons. &lt;br /&gt;
*&#039;&#039;&#039;Plasmacyte Reanimator (Scout):&#039;&#039;&#039; Another disappointing combatant, but the Reanimator&#039;s value comes in their Reanimation Beam, which lets any friendly operative within 6&amp;quot;/pentagon attempt to reanimate. The fact that this is mandatory is the reason why you have a chance to switch around your Crypteks.&lt;br /&gt;
&lt;br /&gt;
===HCircle Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Relentless Onslaught (1 CP):&#039;&#039;&#039; Until the end of the turning point, each time a friendly {{W40kKeyword|Hierotek Circle}} operative makes a shooting attack against a target within 6&amp;quot;/pentagon of it, in the Roll Attack Dice step of that shooting attack, you can re-roll one of your attack dice. This Strategic Ploy has no effect on shooting attacks made using the Magnification Conduit ability.&lt;br /&gt;
*&#039;&#039;&#039;Intractable March (1 CP):&#039;&#039;&#039; Until the end of Turning point, while a friendly {{W40kKeyword|Deathmark}} or {{W40kKeyword|Immortal}} operative has an Engage order, add 2&amp;quot;/circle to its Movement characteristic.&lt;br /&gt;
*&#039;&#039;&#039;Undying Androids (1 CP):&#039;&#039;&#039; Until the end of the Turning Point, each time a shooting attack is made against a friendly {{W40kKeyword|Hierotek Circle}} operative that is not in Cover, in the Roll Defense Dice step of that shooting attack, before rolling your defense dice, you can retain one as a successful normal save without rolling it.&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Concealment (1 CP):&#039;&#039;&#039;  Until the end of Turning point, friendly {{W40kKeyword|Deathmark}} operatives can take an action to change their own orders. Letting them jump from hidden to shoot then return to hidden again at the end of their activation. this Strategic Ploy can only be used once per game.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Dimensional Translocation (1 CP):&#039;&#039;&#039; Use this Tactical Ploy in the Set Up Operatives step, when you would set up operatives. Select one friendly {{W40kKeyword|Deathmark}} operative to be set up in a hyperspace dimension instead. In the Firefight phase of the first Turning Point, that operative is considered to be within the killzone for activation purposes and must be activated as normal. When it is, set it up with an order of your choice anywhere in the killzone that is more than 6&amp;quot;/pentagon from the enemy drop zone and any enemy operatives. That operative is treated as having performed a {{W40kKeyword|Normal Move}} action (subtract action points accordingly), then continue its activation as normal. You can only use this Tactical Ploy once.&lt;br /&gt;
*&#039;&#039;&#039;Leech Power (1 CP):&#039;&#039;&#039; Use this Tactical Ploy when a friendly {{W40kKeyword|Cryptek}} operative is activated. Select one other friendly {{W40kKeyword|Hierotek Circle}} operative within 2&amp;quot;/circle of that {{W40kKeyword|Cryptek}} operative. If that other friendly operative&#039;s APL is not negatively modified (in total after applying all modifiers), subtract 1 from its APL and add 1 to that {{W40kKeyword|Cryptek}} operative&#039;s APL.&lt;br /&gt;
*&#039;&#039;&#039;Cortical Subjugation (1 CP):&#039;&#039;&#039; Use this Tactical Ploy when a friendly {{W40kKeyword|Cryptek}} operative is selected as the target of a shooting attack. Select one other friendly {{W40kKeyword|Hierotek Circle}} operative that is Visible to and within 2&amp;quot;/circle of that friendly {{W40kKeyword|Cryptek}} operative and is not within Engagement Range of an enemy operative. Resolve that shooting attack against that other friendly operative instead (it is treated as a valid target).&lt;br /&gt;
*&#039;&#039;&#039;Commence Reanimation (0 CP):&#039;&#039;&#039; Use this Tactical Ploy when a friendly {{W40kKeyword|Hierotek Circle}} operative is incapacitated for the first time during the battle. That operative can attempt reanimation.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hunter Cadre==&lt;br /&gt;
===Why Play Hunter Cadre===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Some seriously powerful guns with markerlights for support&lt;br /&gt;
**Drones provide bullet shields for your squishy T&#039;au as well for other purposes.&lt;br /&gt;
**Stealth Suits are really powerful cover campers&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Tau are even squishier in melee now than they were in the last edition. No kroot for backup, no pulse pistols for giving those ork boyz a surprise shot in the face. Now more than ever, you need to make &#039;&#039;maximum&#039;&#039; use of terrain and fire lanes to keep the enemy far, far away.&lt;br /&gt;
&lt;br /&gt;
===HC Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Markerlight (2 EP):&#039;&#039;&#039; Provides an additional Markerlight. Useful if you&#039;re focusing more on fire warriors or stealth suits.&lt;br /&gt;
**In case you need it: Markerlight spends an AP to mark an enemy operative for the rest of the turn. Whenever any of your operatives (Which might include the one who just marked it) shoot upon this target, they can re-roll one hit die.&lt;br /&gt;
*&#039;&#039;&#039;Photon Grenade (2 EP):&#039;&#039;&#039; Target an enemy operative and roll a d6, subtracting 1 if they&#039;re beyond pentagon/6&amp;quot; of the bearer or if the enemy&#039;s not in LoS. On a 2+, the target gets marked, losing the ability to Dash and suffering a penalty to their movement. While it&#039;s not as effective as actually robbing AP, it can help keep enemies within your sights.&lt;br /&gt;
*&#039;&#039;&#039;Target Lock (3 EP):&#039;&#039;&#039; {{W40kKeyword|Stealth Battlesuit}} operatives only. The bearer shoots as if their enemy always has a markerlight on, which makes them a good bit more dangerous - especially with a fusion cannon.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Holographic Readout (2 EP):&#039;&#039;&#039; The bearer can trigger this, letting a friendly non-{{W40kKeyword|drone}} operative within 3&amp;quot;/square to use mission actions at one less AP, giving them more time to shoot or flee the scene.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Stimulant Injector (3 EP):&#039;&#039;&#039; Once per game, the bearer can pop this, gaining a 5+ FNP save, ignoring APL penalties and negating the debuffs that being injured imposes - which can be critical when you need that one T&#039;au to perform at their best for one more turn.&lt;br /&gt;
&lt;br /&gt;
===HC Units===&lt;br /&gt;
Consist of 2 fire teams&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fire Warrior Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Security fireteam is composed of 6 of the following:&lt;br /&gt;
*0-1 Fire Warrior Shas&#039;ui (if you don&#039;t have another leader)&lt;br /&gt;
*5-6 Fire Warrior Shas&#039;la&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Warrior Shas&#039;ui (Marksman):&#039;&#039;&#039; A slightly improved fire warrior. Aside from the extra wound and improved BS, it offers little else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fire Warrior Shas&#039;la (Marksman):&#039;&#039;&#039; Your average fire warrior isn&#039;t much different than a guardsman aside from the better save and better guns. The pulse rifle and carbine are effectively identical, meaning that the choice is up to cosmetics on a markedly better gun. The pulse blaster isn&#039;t so - it&#039;s not so great at range, but it&#039;s damage improves up-close and provides AP1.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Pathfinder Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Recon fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Pathfinder Shas&#039;ui (if you don&#039;t have another leader)&lt;br /&gt;
*3-6 Pathfinder Shas&#039;la&lt;br /&gt;
*0-2 Pathfinder Heavy Gunners&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pathfinder Shas&#039;ui (Marksman, Scout):&#039;&#039;&#039; A slightly better pathfinder, still carrying markerlights. Rules as written you do not replace one Pathfinder model with a leader like the other two Fireteams, but instead add a Pathfinder model to the Fireteam giving you seven models total. Something to keep in mind when selecting a leader. &lt;br /&gt;
*&#039;&#039;&#039;Pathfinder Shas&#039;la (Marksman, Scout):&#039;&#039;&#039; The base pathfinder&#039;s pulse carbine is more than a match for a lasgun and can even outfire a bolter. That said, you will have another need that might outpace the shooting - markerlights. The base pathfinders (and Shas&#039;ui) are the only operatives that get this action natively without being marker drones.&lt;br /&gt;
*&#039;&#039;&#039;Pathfinder Heavy Gunner (Marksman, Scout):&#039;&#039;&#039; While lacking the markerlights that other pathfinders get, the guns this guy get are more than useful enough to compensate. The ion rifle gets P1 on a crit, but you can overcharge it to risk Hot for better damage and AP1. The rail rifle comes with AP1 by default, but Lethal 5+ allows it to easily score mortal wounds on a crit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stealth Battlesuit Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This Infiltration/Recon fireteam is composed of 3 of the following:&lt;br /&gt;
*0-1 Stealth Battlesuit Shas&#039;vre (if you don&#039;t have another leader)&lt;br /&gt;
*0-3 Stealth Battlesuit Shas&#039;ui&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth Suit Shas&#039;vre (Marksman, Scout):&#039;&#039;&#039; While given the complementary wound and improved BS due to a leader.&lt;br /&gt;
   &lt;br /&gt;
*&#039;&#039;&#039;Stealth Suit Shas&#039;ui (Marksman, Scout):&#039;&#039;&#039; Stealth Suits make a lot of use out of the Conceal order, as they will always be considered concealed and behind cover unless someone&#039;s practically shooting at them from point-blank or popping Blast weapons. This combined with their tanky statline can make them a serious pain in the ass.&lt;br /&gt;
**Their options are both fairly potent in their own right. The burst cannon comes with Fusillade for split fire and Relentless lets you re-roll for more hits. The fusion blaster is short-ranged but has AP2 and deals a truckload of mortal wounds on a crit.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Drones&amp;quot;&amp;gt;&lt;br /&gt;
Drones are unique in that they aren&#039;t really their own fireteam so much as they are used to supplement what you do have. That said, each one is hyper-focused on their roles, as they cannot perform any objective actions or use any equipment and capping objectives is a lost cause with their APL counting as 1 less. In addition, they&#039;re subject to Savior Protocols, which allows a friendly non-{{W40kKeyword|drone}} operative to use them as bullet shields if they&#039;re nearby.&lt;br /&gt;
&lt;br /&gt;
Your can replace an operative with a drone (Stealth Battlesuit Shas&#039;ui gives two drones).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;0-1 MV1 Gun Drone (Marksman):&#039;&#039;&#039; This drone is little more than a pulse carbine with Relentless, giving you some practically guaranteed hits and little else. While it can be used as a bullet shield, you&#039;re going to be sacrificing a gun to do so. &lt;br /&gt;
*&#039;&#039;&#039;0-1 MV4 Shield Drone (Staunch):&#039;&#039;&#039; One of the drones better suited to being a bullet sponge, this one comes with a 4++ save as well as a 5+ FNP, which will be a very useful combination in protecting your T&#039;au from bullets. This makes the shield drone better for being a dedicated bodyguard for a certain operative.&lt;br /&gt;
*&#039;&#039;&#039;0-1 MV7 Marker Drone (Staunch, Scout):&#039;&#039;&#039;  Provides a free source of markerlights if you&#039;re unable to afford it on one of your other operatives or didn&#039;t bring in the pathfinders. It does nothing else besides that, which can be troubling - especially if you&#039;re bringing in the less than numerous stealth suits.&lt;br /&gt;
*&#039;&#039;&#039;0-1 MB3 Recon Drone (Staunch, marksman, Scout):&#039;&#039;&#039; Pathfinder only. Counts as two selections. A beefier drone that comes with a burst cannon for serious heavy fire. By itself, this lends pretty well to making it a tank drone if you have nothing else to spend. However, it also has a unique action that marks an enemy and nearby ally, letting the ally re-roll all hit dice when shooting the designated target.&lt;br /&gt;
*&#039;&#039;&#039;0-1 MB31 Pulse Accelerator Drone (Staunch, Scout):&#039;&#039;&#039; Pathfinder only. This drone is excellent for supporting any member of your kill-team as it boosts all pulse weapons within square/3&amp;quot; of it. This makes one shot the pulse weapon makes a guaranteed hit (not a crit tho), which is already helpful enough.&lt;br /&gt;
*&#039;&#039;&#039;0-1 MB33 Grav-Inhibitor Drone (Staunch, Scout):&#039;&#039;&#039; Pathfinder only. Made to piss off any offensive acts. Anyone who charges or dashes within pentagon/6&amp;quot; of this thing will suffer a loss to their additional movement. In addition, it can spend an AP to set up a grav-wave that makes it easier for friendly operatives to fall back, a very necessary action considering your obvious weaknesses.&lt;br /&gt;
*&#039;&#039;&#039;0-1 MB36 Guardian Drone (Staunch):&#039;&#039;&#039; Fire Warrior only. This drone isn&#039;t quite as tanky as the shield drone with only a 5++ invuln, but it can spend an AP to spread that save to other operatives - a welcome gift considering how numerous fire warriors are.&lt;br /&gt;
*&#039;&#039;&#039;0-1 DS8 Tactical Support Turret (Staunch, Marksman):&#039;&#039;&#039; Fire Warrior only. Despite being called a drone, it&#039;s pretty much a static emplacement (which is an oddity since marines and guardsmen can&#039;t grab Tarantulas) that can occasionally take bullets for fire warriors. Its missile pod allows it to lay down the hurt pretty easily. The smart missile system isn&#039;t much, but its special rule lets it nail any enemy not in cover if you use it...with the serious caveat of reducing its BS to a 6+.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HC Ploy===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aimed Pulse Volley (1 CP):&#039;&#039;&#039; Any time a {{W40kKeyword|Fire Warrior}} operative shoots their pulse rifle without moving, they get to re-roll one hit die.&lt;br /&gt;
*&#039;&#039;&#039;Breach and Clear (1 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|Fire Warrior}} operative shoots their pulse blaster, any targets within 3&amp;quot;/square don&#039;t count as hiding behind cover and you can re-roll one hit die. As these guns operate best up-close, this is a good pick for when you want something wiped out immediately.&lt;br /&gt;
*&#039;&#039;&#039;Camouflage Field Engagement (1 CP):&#039;&#039;&#039; Grants {{W40kKeyword|Stealth Battlesuits}} a special action that lets them change their orders. As they&#039;re the kings of concealment, this can let them shoot and fade, hiding out of sight from any retribution.&lt;br /&gt;
*&#039;&#039;&#039;Recon Sweep (1 CP):&#039;&#039;&#039; {{W40kKeyword|Pathfinder}} operatives within 6&amp;quot;/pentagon of a table edge can immediately Dash, but they must end that move within 6&amp;quot;/pentagon of a table edge that isn&#039;t your own.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Supporting Fire (1 CP):&#039;&#039;&#039; Select an operative. When that operative shoots, they must target an engaged enemy within 6&amp;quot;/pentagon and not blocked by an ally. This will often see a lot of use as your guys will never win a fistfight, so you&#039;ll be needing someone else to wipe the enemy out.&lt;br /&gt;
*&#039;&#039;&#039;Stand and Fire (1 CP):&#039;&#039;&#039; A non-{{W40kKeyword|drone}} operative can fire their gun in melee, ignoring any rules for it. Really, this should only apply for base pathfinders and fire warriors that don&#039;t use the pulse blaster, as the pulse rifle and carbine are the only guns that lack some sort of special rule.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HC Strategies===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===TW Strategies===&lt;br /&gt;
&lt;br /&gt;
==Pathfinders (Chalnath)==&lt;br /&gt;
===Why Play Pathfinders===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Markerlights do a ton more than they do for compendium Tau&lt;br /&gt;
** All your guns have full range. No pistols for you!&lt;br /&gt;
** Your guns remain pretty powerful.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Your armor is very light, requiring you to stick to cover.&lt;br /&gt;
** Aside from a few options, your melee remains laughable.&lt;br /&gt;
&lt;br /&gt;
===PF Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Art of War:&#039;&#039;&#039; When a {{W40kKeyword|Shas&#039;ui}} operative triggers this, you pick between one of the following rules for the turn:&lt;br /&gt;
**&#039;&#039;Mont&#039;ka:&#039;&#039; Any operatives with the Engage order can make a free dash action, letting them move into position and then let loose their volleys.&lt;br /&gt;
**&#039;&#039;Kauyon:&#039;&#039; When shot at while behind cover, your operatives can retain another save as an automatic save.&lt;br /&gt;
*&#039;&#039;&#039;Artificial Intelligence:&#039;&#039;&#039; Drone rule 1. This pretty much is why they aren&#039;t useful as anything besides a wall of wounds. They can&#039;t use any mission actions and count their APL as 1 lower in regards to capping objectives. LoS is also drawn from any point on the top rim of the drone rather than the base or body. The other massive downside is that the drones can&#039;t retain any saves thanks to cover.&lt;br /&gt;
*&#039;&#039;&#039;Savior Protocols:&#039;&#039;&#039; Drone rule 2. Any time a non-{{W40kKeyword|Drone}} operative is shot, they can use a {{W40kKeyword|Drone}} operative within 2&amp;quot;/circle of them to take the fire for them, even if they&#039;d normally be out of range. This pretty much turns your drones into floating walls of wounds for your more important Tau.&lt;br /&gt;
&lt;br /&gt;
===PF Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mark Enemy Movements:&#039;&#039;&#039; Score 1 VP for every turn where you manage to markerlight at least half the enemy kill-team. This might be a bit of a hassle to pull off since it forces you to sacrifice shooting, but it&#039;s not impossible, especially with plenty of cover.&lt;br /&gt;
*&#039;&#039;&#039;Patient Hunter:&#039;&#039;&#039; Score 1 VP for each turn where you scored more VP from the main objective than the enemy as well as having more than half your team use the Conceal order. This particular Tac Op is specially-made for a team more focused on special actions and capping rather than shooting.&lt;br /&gt;
*&#039;&#039;&#039;Killing Blow:&#039;&#039;&#039; Score 1 VP at the end of any turn where you kill enemies with more total wounds than the total wounds of any units you lose that turn. Again, you need to prioritize cover and protection in order to maximize your odds of scoring. Killing Space Marines might help as well.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Mark for Strike&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Track Enemy&#039;&#039;: Finish five games where you scored VP from the Mark Target, Mark Enemy Movement, or Vantage Tac Ops. All of these pretty much require you to stick out from cover to mark the enemy, so you&#039;ll need to rely on cover in order to ensure that this doesn&#039;t end up with you getting shot up.&lt;br /&gt;
#&#039;&#039;Institute Strike&#039;&#039;: Finish one last game where you win VP through the Plant Signal Beacon Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP and the operative that accomplished the final objective gets 5 XP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Philosophy of War&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Kauyon&#039;&#039;: Finish five games where you scored VP from the Patient Hunter, Protect Assets or Hold the Line Tac Ops.&lt;br /&gt;
#&#039;&#039;Mont&#039;ka&#039;&#039;: Finish one last game where you score VP from the Killing Strike or Execution Tac Op. You&#039;ve probably had your fill of dancing about by this point, so now you can cut loose.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op gives you 1 RP and 5 XP you can spread across all of your operatives. In Addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;For the Greater Good:&#039;&#039;&#039; This operative can use markerlights twice a turn, which has uses if you can&#039;t shoot. It also comes with an extra trick that lets an operative who&#039;s about to die slap on a sacrificial markerlight on an enemy they&#039;re engaged with.&lt;br /&gt;
#* This all sounds nice, but it comes with the caveat that you can actually perform the Markerlight action. That means for Marksman and Weapons Experts are wasted upon this, as are most of your drones.&lt;br /&gt;
#&#039;&#039;&#039;Reliant Support:&#039;&#039;&#039; The Supporting Fire ploy costs nothing for this operative to use, which is just as well considering its importance in protecting your foes.&lt;br /&gt;
#&#039;&#039;&#039;Cunning Hunter:&#039;&#039;&#039; Whenever this operative shoots on a turn where they haven&#039;t moved in any way, they can score one auto-hit, though can&#039;t stack with Merciless Hunter below. Practically an auto-take on the rail rifles.&lt;br /&gt;
#&#039;&#039;&#039;Mercliess Hunter:&#039;&#039;&#039; Any time this Operative shoots at an enemy within 6&amp;quot;/pentagon, they can score one auto-hit. Whereas Cunning Hunter (which this cannot stack with) is more for your rifles, this sees more use on your carbines and is better suited for mobile pathfinders.&lt;br /&gt;
#&#039;&#039;&#039;Martial Philosopher:&#039;&#039;&#039; Allows this operative to pick its own Art of War when your Shas&#039;ui triggers the ability.&lt;br /&gt;
#&#039;&#039;&#039;Capable Under Fire:&#039;&#039;&#039; Whenever this operative is both using the Conceal order and hidden behind light cover, they cannot be targeted by anyone with a vantage point, offering extra protection from enemy snipers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Exemplar of the Greater Good (1 RP):&#039;&#039;&#039; Whenever a non-{{W40kKeyword|Drone}} operative suffers a Battle Scar, you can trigger this to gain an instant 3XP. While this sounds awesome, you can use this on each operative only once, putting this more into the role of a desperation button for some spare XP while you focus on healing their scars.&lt;br /&gt;
*&#039;&#039;&#039;Repair Damaged Drones (1 RP):&#039;&#039;&#039; A multi-faceted requisition focused entirely upon your drones. Any {{W40kKeyword|Drone}} operatives that are incapacitated can roll an extra d6 for their recovery checks and pick the better one. If they fail their casualty tests though, you can immediately use the Operative Assigned Requisition for free to replace them with another drone.&lt;br /&gt;
*&#039;&#039;&#039;Shas&#039;vre (1 RP):&#039;&#039;&#039; Whenever an operative reaches Revered rank, this provides you a special Battle Honour that lets them count Battle Philosophy as permanent after you call it. This can stack particularly well with Martial Philosopher, letting you reap all the benefits with none of the drawbacks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Aerial Surveillance Drone:&#039;&#039;&#039; Once per turn you can forego activating an operative for the ability to slap a markerlight on one target anywhere on the board. Helpful in freeing up an operative so they can finish another assignment.&lt;br /&gt;
*&#039;&#039;&#039;Remote Sensor Tower:&#039;&#039;&#039; During your Scouting Phase, you gain 1 CP if your enemy uses the Infiltrate or Recon action. In addition, you can add +1 to your initiative roll once per game.&lt;br /&gt;
*&#039;&#039;&#039;Tidewall Barricade:&#039;&#039;&#039; Your barricades provide a 4++ invuln save for any of your operatives hiding behind them. Note that this specifically calls out {{W40kKeyword|Pathfinder}} operatives, so nobody else can turn this against you...unless you have a mirror match.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Experimental Pulse Ammunition (2 EP):&#039;&#039;&#039; One pulse weapon gains an extra shot and the P1 rule. Wasted on the Weapon Expert and Marksman as they already have AP1.&lt;br /&gt;
#&#039;&#039;&#039;Honour Blade (1 EP):&#039;&#039;&#039; Shas&#039;ui Pathfinder only. This improves their bonding knife, giving +1 to WS and both Damage stats, making it a respectable melee weapon.&lt;br /&gt;
#&#039;&#039;&#039;Advanced Cogitation Chip (1 EP):&#039;&#039;&#039; {{W40kKeyword|Drone}} operatives only. This removes a lot of the downsides of being a drone, allowing it to operate independently without needing to be shepherded by the Drone Controller. &lt;br /&gt;
#&#039;&#039;&#039;Shield Generator (2 EP):&#039;&#039;&#039; Grants a 4++ save, an easy and powerful safeguard.&lt;br /&gt;
#&#039;&#039;&#039;Markerlight Grenade (2 EP):&#039;&#039;&#039; Gives you a single-use grenade. When you throw it, roll a d6 for any enemies within 3&amp;quot;/square of the target zone (-1 if they&#039;re not visible, -1 if they&#039;re over 6&amp;quot;/pentagon away from the bearer). On a 2+, they get a markerlight.&lt;br /&gt;
#&#039;&#039;&#039;Projection Field (2 EP):&#039;&#039;&#039; Once per game you can use this to swap off the bearer&#039;s order, letting you strike and fade.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PF Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Climbing Equipment (1 EP):&#039;&#039;&#039; The bearer becomes a bit less burdened by climbing and dropping. Climbing up any distance up to three circles will always count as 1 circle/2&amp;quot; for movement and they don&#039;t require being right next to the terrain in order to climb. In addition, any drop distance they take counts as half that for movement and can drop to any level they want.&lt;br /&gt;
*&#039;&#039;&#039;Drone Repair Kit (2 EP):&#039;&#039;&#039; Gives the bearer a special action in order to restore d3 wounds to a nearby {{W40kKeyword|Drone}} operative. Stick this onto your drone controller in order to guarantee a full 3 wounds.&lt;br /&gt;
*&#039;&#039;&#039;EMP Grenade (2 EP):&#039;&#039;&#039; The tau equivalent of the frag grenade is equally capable of handling crowds, but the EMP rule adds an additional edge: It counts as Lethal X with X being the target&#039;s save - needless to say that this will hurt for any space marines you fight, but killing isn&#039;t a certainty.&lt;br /&gt;
*&#039;&#039;&#039;Fusion Grenade (4 EP):&#039;&#039;&#039; Essentially a krak grenade, but its crits deal plenty of mortal wounds in order to guarantee the death of most guardsmen and the like.&lt;br /&gt;
*&#039;&#039;&#039;High-Intensity Markerlight (2 EP):&#039;&#039;&#039; Like the marker drone, any time the bearer will slap an enemy with two markerlight tokens whenever they use the markerlight action. Whether it&#039;s to replace taking that drone or just to supplement, there&#039;s not much this won&#039;t be useful for.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Orbital Survey Uplink (3 EP):&#039;&#039;&#039; Pick an enemy operative. That target, as well as anyone within 1&amp;quot;/triangle of them that isn&#039;t covered by any overhanging terrain now counts as having a Markerlight, making it an excellent way to exploit those who crowd around a central model.&lt;br /&gt;
*&#039;&#039;&#039;Photon Grenade (1 EP):&#039;&#039;&#039; Rather than a weapon, this grenade is used to inconvenience the enemy. When used, target an enemy and roll d6, subtracting 1 if the target&#039;s beyond 6&amp;quot;/pentagon and if the enemy&#039;s not within the bearer&#039;s LoS; on a 2+, the target loses 1 circle/2&amp;quot; of movement and becomes unable to dash. This can help you snatch away an objective.&lt;br /&gt;
*&#039;&#039;&#039;Target Analysis Optic (2 EP):&#039;&#039;&#039; When shooting a target with at least one markerlight, the bearer will count them as having an additional markerlight token for some additional benefits.&lt;br /&gt;
&lt;br /&gt;
====Markerlights====&lt;br /&gt;
Unlike with the Compendium pathfinders, your markerlights remain the major menace they&#039;re meant to be in the big game. While applying them remains the same, their effects are now cumulative with how many markerlights you stack on, though each tatget loses a markerlight token each turn. Note that these don&#039;t work on EMP and Fusion Grenades.&lt;br /&gt;
&lt;br /&gt;
# Re-roll one hit die when shooting.&lt;br /&gt;
# The weapon gains the No Cover trait when shooting.&lt;br /&gt;
# The BS of this attack is improved by 1.&lt;br /&gt;
# You can target an otherwise-obscured enemy.&lt;br /&gt;
# You can target a concealed enemy as if they had the Engage order unless they&#039;re hiding behind Heavy obstacles.&lt;br /&gt;
&lt;br /&gt;
===PF Units===&lt;br /&gt;
Your Recon fireteam is composed of 12 of the following:&lt;br /&gt;
* 1 Pathfinder Shas&#039;ui&lt;br /&gt;
* 11 of the following&lt;br /&gt;
** 0-11 Shas&#039;la Pathfinders&lt;br /&gt;
** 0-1 Blooded Pathfinder&lt;br /&gt;
** 0-1 Drone Controller Pathfinder&lt;br /&gt;
** 0-1 Assault Grenadier Pathfinder&lt;br /&gt;
** 0-1 Medical Technician Pathfinder&lt;br /&gt;
** 0-1 Transpectral Interference Pathfinder&lt;br /&gt;
** 0-1 Communications Specialist Pathfinder&lt;br /&gt;
** 0-2 Weapons Specialist Pathfinder&lt;br /&gt;
** 0-1 Marksman Pathfinder&lt;br /&gt;
** 0-1 MB3 Recon Drone (Counts as 2 selections)&lt;br /&gt;
** 0-1 MV31 Pulse Accelerator Drone&lt;br /&gt;
** 0-1 MV33 Grav-Inhibitor Drone&lt;br /&gt;
** 0-1 MV1 Gun Drone&lt;br /&gt;
** 0-1 MV4 Shield Drone&lt;br /&gt;
** 0-1 MV7 Marker Drone&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pathfinder Shas&#039;ui (Marksman, Scout):&#039;&#039;&#039; A slightly better pathfinder, still carrying markerlights. Interestingly, they don&#039;t use their guns to fight, but instead wield their bonding knives like in [[Fire Warrior]], giving them something as strong as a guardsman&#039;s chainsword and with Balanced. Not only can they trigger an Art of War once per game, but they can also provide a Holographic Readout, allowing a friendly non-{{W40kKeyword|Drone}} operative perform objective actions at a 1AP discount. &lt;br /&gt;
*&#039;&#039;&#039;Shas&#039;la Pathfinder (Marksman, Scout):&#039;&#039;&#039; The base pathfinder&#039;s pulse carbine is more than a match for a lasgun and can even outfire a bolter. If you&#039;re just looking to fill up an open spot on your kill team and don&#039;t need a specialist, the basic shas&#039;la won&#039;t let you down.&lt;br /&gt;
*&#039;&#039;&#039;Blooded Pathfinder (Staunch, Marksman, Scout):&#039;&#039;&#039; A curiosity among your lot, but this guy can act as a forward scout. Their pulse carbine is suppressed, granting it the Silent rule so you can hide this guy in cover and then open fire upon the enemy. Their melee prowess isn&#039;t too bad either, as their prosthetic hand hits about as hard as marine&#039;s fist.&lt;br /&gt;
*&#039;&#039;&#039;Drone Controller Pathfinder (Staunch, Scout):&#039;&#039;&#039; If you ever felt like your drones don&#039;t do enough, this is the guy to turn to. When you set them up, you can also set up a drone with the Conceal order within 6&amp;quot;/pentagon of your table edge and more than 6&amp;quot;/pentagon of the enemy&#039;s edge and over 3&amp;quot;/square of any enemy operatives. In addition, they can spend an AP to either activate a readied drone (freeing them of a lot of the handicaps dealt by Artificial Intelligence) or give an activated drone an extra Dash or Shoot action (though shooting takes a -1 BS penalty).&lt;br /&gt;
*&#039;&#039;&#039;Transpectral Interference Pathfinder (Marksman, Scout):&#039;&#039;&#039; A saboteur of a pathfinder, using their visor to shoot otherwise-obscured enemies. Their special action robs a visible enemy of 1 AP for the turn as they manage to jam their systems somehow (The less said about how you could possibly try this on a tyranid or daemon, the better).&lt;br /&gt;
*&#039;&#039;&#039;Assault Grenadier Pathfinder (Staunch, Scout):&#039;&#039;&#039; The Demo-Tau. This particular pathfinder manages to have all three grenade options for free, giving you plenty of EP to spare for other gear. While less notable, the grenadier&#039;s helmet also lets them ignore any changes APL, WS, and BS. This means that you can keep firing under any circumstance, even when they&#039;re at death&#039;s door and needing a medic.&lt;br /&gt;
*&#039;&#039;&#039;Communications Specialist Pathfinder (Scout):&#039;&#039;&#039; This opetative works like any other Comms operative in that they have an option to share an AP with nearby allies. Seeing that the team is almost entirely primed for shooting, this doesn&#039;t really run into any issues of playing keep-up. Also helpful is the fact that they can still help even without being within support range by throwing markerlights.&lt;br /&gt;
*&#039;&#039;&#039;Medical Technician Pathfinder (Staunch, Scout):&#039;&#039;&#039; Your medic, here to keep your pathfinders alive, but not your disposable drones. As with the ones given to the veteran guardsmen and novitiates, this guy can restore a nearby tau to 1 wound and then send them packing, spending 1 AP for both the medical officer and the patient. You can also heal 2d3 wounds for an operative if you didn&#039;t resurrect anyone.&lt;br /&gt;
*&#039;&#039;&#039;Pathfinder Weapons Expert (Marksman):&#039;&#039;&#039; While lacking the markerlights that other pathfinders get, the guns this guy get are more than useful enough to compensate. The ion rifle gets P1 on a crit, but you can overcharge it to risk Hot for better damage and AP1. The rail rifle comes with AP1 by default, but Lethal 5+ allows it to easily score mortal wounds on a crit.&lt;br /&gt;
*&#039;&#039;&#039;Marksman Pathfinder (Marksman):&#039;&#039;&#039; Your true sniper, though lacking with the markerlights. Rather than a pulse carbine, the marksman gets a pulse rail rifle, which is essentially the weapons expert&#039;s rail rifle but able to use another type of ammo and doesn&#039;t degrade BS when using overwatch. This second ammo type is weaker than the basic ammo type and lacks Lethal, but it gains Silent to allow you to hide the sniper.&lt;br /&gt;
*&#039;&#039;&#039; MB3 Recon Drone (Staunch, marksman, Scout):&#039;&#039;&#039; Counts as two selections. A beefier drone that comes with a burst cannon for serious heavy fire. By itself, this lends pretty well to making it a tank drone. However, it also has some additional perks. In the scouting phase you can use this drone to give you the Recon option as well as whatever you were planning to pick (this won&#039;t let you game the Initiative if you&#039;d have lost with your default choice) for an extra edge. They also have an action that marks an enemy and nearby ally, letting the ally re-roll all hit dice when shooting the designated target.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MV1 Gun Drone (Marksman):&#039;&#039;&#039; This drone is little more than a pulse carbine with Relentless, giving you some practically guaranteed hits and little else. While it can be used as a bullet shield, you&#039;re going to be sacrificing a gun to do so. &lt;br /&gt;
*&#039;&#039;&#039;MV4 Shield Drone (Staunch):&#039;&#039;&#039; One of the drones better suited to being a bullet sponge, this one comes with a 4++ save as well as a 5+ FNP, which will be a very useful combination in protecting your pathfinders from bullets. This makes the shield drone better for being a dedicated bodyguard for a certain operative.&lt;br /&gt;
*&#039;&#039;&#039;MV7 Marker Drone (Staunch, Scout):&#039;&#039;&#039;  With this entire team being pathfinders, you&#039;d expect the marker drone to be reduntant - WRONG. Any time this drone uses the Markerlight action, it slaps two tokens upon the enemy, granting an immediate No Cover for your next operative. Stacked with other markerlights and you can make for some ridiculous plays.&lt;br /&gt;
*&#039;&#039;&#039;MB31 Pulse Accelerator Drone (Staunch, Scout):&#039;&#039;&#039; This drone is excellent for supporting any member of your kill-team as it boosts all pulse weapons within square/3&amp;quot; of it. This makes one shot the pulse weapon makes a guaranteed hit (not a crit tho), which is already helpful enough.&lt;br /&gt;
*&#039;&#039;&#039;MB33 Grav-Inhibitor Drone (Staunch, Scout):&#039;&#039;&#039;  Made to piss off any offensive acts. Anyone who charges or dashes within pentagon/6&amp;quot; of this thing will suffer a loss to their additional movement. In addition, it can spend an AP to set up a grav-wave that makes it easier for friendly operatives to fall back, a very necessary action considering your obvious weaknesses.&lt;br /&gt;
&lt;br /&gt;
===PF Ploy===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bonded (1 CP):&#039;&#039;&#039; When an operative shoots, they can re-roll one hit die when they&#039;re within 3&amp;quot;/square of a friendly non-Drone operative. While bubbles aren&#039;t the most helpful when dealing with grenades or flamers, this can provide you some help in guaranteeing a hit.&lt;br /&gt;
*&#039;&#039;&#039;Daring Tactician (2 CP):&#039;&#039;&#039; Triggered on the turn after your {{W40kKeyword|Shas&#039;ui Pathfinder}} uses their Art of War ability. This allows you to keep it in effect for another turn, but its range is reduced to an aura of 6&amp;quot;/pentagon around them. This means that operatives can only get their free Mont&#039;ka dash if they activate it within that distance, and so will the cover perks from Kauyon. Considering how major these boosts are, there&#039;s not much surprise how this can be considered 2 CP.&lt;br /&gt;
*&#039;&#039;&#039;Recon Sweep (1 CP):&#039;&#039;&#039; Operatives within 6&amp;quot;/pentagon of a table edge can immediately Dash, but they must end that move within 6&amp;quot;/pentagon of a table edge that isn&#039;t your own.&lt;br /&gt;
*&#039;&#039;&#039;Take Cover (1 CP):&#039;&#039;&#039; Any time a non-{{W40kKeyword|Drone}} operative is shot at from behind cover, you can use this to improve their save by 1. Cover is your singular means of protecting yourself, so you should always be sure to employ it to protect your 5+ save tau.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;A Worthy Cause (2 CP):&#039;&#039;&#039; Once per game at the start of the firefight phase if you don&#039;t have, you can trigger this to make one of your non-{{W40kKeyword|Drone}} operatives within 3&amp;quot;/square of the enemy or within 2&amp;quot;/circle of an objective activate immediately. This can allow you to steal the initiative from an opportunistic enemy, but the 2CP cost the Q1 2022 dataslate saddled this with makes it a lot less of an auto-take.&lt;br /&gt;
*&#039;&#039;&#039;Reposition (1 CP):&#039;&#039;&#039; [[Meme|RUN AWAY!!!]] You can make an operative Dash on out of a fight, allowing them to run across engagement range of an enemy without triggering overwatch but they can&#039;t end their turns there. Even with your two operatives with some melee prowess, you&#039;re still tau and thus shit in melee.&lt;br /&gt;
*&#039;&#039;&#039;Supporting Fire (1 CP):&#039;&#039;&#039; An operative can now fire into enemies within 6&amp;quot;/pentagon that are in combat with a friendly operative. When firing, your target won&#039;t get any cover from your friend for the sake of designating a target, but they will count as cover in regards to rolling for saves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===PF Strategies===&lt;br /&gt;
&lt;br /&gt;
==Cadre Mercenary==&lt;br /&gt;
===Why Play Cadre Mercenary===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
**Orders and cover is a defining feature of Kill Team(9E), using Conceal while behind cover to not get shot down before switching to engage to go on the attack. Kroot is very good at manipulating its current orders.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your defenses are lacking unless you make extensive use of cover.&lt;br /&gt;
&lt;br /&gt;
===CM Rules===&lt;br /&gt;
*&#039;&#039;&#039;Masters of Camouflage:&#039;&#039;&#039; Your operative&#039;s Defence jumps form a weak 6+ to a respectable and strong 4+ when in cover. Even if you can position yourself to shoot a hiding Kroot, they are still hard to take down with gunfire.&lt;br /&gt;
&lt;br /&gt;
===CM Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Kroot Hunting Rifle (3 EP):&#039;&#039;&#039; Kroot Heavy rifle that deals a mortal wound on a crit. Silent allows you to shoot while Concealed, which you&#039;ll often be. &lt;br /&gt;
*&#039;&#039;&#039;0-1 Sure-Foot Charm (2 EP):&#039;&#039;&#039; Fixes only having 1 GA by letting an operative that also started within 3&amp;quot;/square of the bearer to activate after bearer has gone. &lt;br /&gt;
*&#039;&#039;&#039;Skinning Blade (2 EP):&#039;&#039;&#039; Upgrade meant more for the carnivores, giving their melee weapon +1 attack and crit damage.&lt;br /&gt;
*&#039;&#039;&#039;Trophy Pistol (3 EP):&#039;&#039;&#039; close range Kroot rifle pistol with Balanced and Blast. used to clean up closely huddled enemies.&lt;br /&gt;
*&#039;&#039;&#039;Bolas (3 EP):&#039;&#039;&#039; Grants a short-range throw that subtracts -1 AP from target if you beat its wounds on 3d6.&lt;br /&gt;
&lt;br /&gt;
===CM Units===&lt;br /&gt;
This Seek &amp;amp; Destroy/Infiltration/Recon fireteam is composed of:&lt;br /&gt;
*1 Kroot Carnivore Leader&lt;br /&gt;
**12 of the following:&lt;br /&gt;
***7-12 Kroot Carnivore Warrior&lt;br /&gt;
***0-4 Kroot Hound&lt;br /&gt;
***0-1 Krootox (counts as two selections)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Carnivore Leader (Combat, Marksman, Scout):&#039;&#039;&#039; +1 to his WS/BS and wound compared to normal Carnivores.&lt;br /&gt;
*&#039;&#039;&#039;Kroot Carnivore Warrior (Combat, Marksman, Scout):&#039;&#039;&#039; Comparable to an elite human (2 APL, GA 1, W8, a 4+ save only when in cover). Armed with the equivalent of a Bolter and Marine Fist, decent when taking out guardsmen and the like. It will go down quickly when not behind a wall, so you&#039;ll often be playing a game of the Floor is lava. &lt;br /&gt;
*&#039;&#039;&#039;Kroot Hound (Staunch, Scout):&#039;&#039;&#039; Your Kroot version of a good boy. It&#039;s not sentient enough to perform mission action or given equipment but its job is to get into melee with its exceptionally fast movement speed and use his rending fangs.&lt;br /&gt;
*&#039;&#039;&#039;Krootox (Combat, Staunch, Marksman):&#039;&#039;&#039; Can feel a little cheating - Guardsmen can&#039;t take a sentinel but you get a bird-like gorilla with a High powered rifle. It&#039;s a pretty fierce linebacker, packing a mountain of wounds on a reliable 4+ save and meaty fists with Brutal to overwhelm defenses. Its gun is also pretty nice with Rending to guarantee a few crits.&lt;br /&gt;
&lt;br /&gt;
===CM Ploy===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hunting Call (1 CP):&#039;&#039;&#039; All operatives can re-roll an attack dice when performing a fight action.&lt;br /&gt;
*&#039;&#039;&#039;Patient Stalkers (1 CP):&#039;&#039;&#039; Operatives with the conceal order can charge this Turning point.&lt;br /&gt;
*&#039;&#039;&#039;Fieldcraft (1 CP):&#039;&#039;&#039; For the Turing point, Kroot Carnivores can spend an AP to change their orders. Lets them take a mission or attack action before fading back to being Concealed.&lt;br /&gt;
*&#039;&#039;&#039;Perfect Ambush (1 CP):&#039;&#039;&#039; During the first Turning point, all your operatives can change their orders when they activate. Allows for a mix-up of orders after seeing what the opponent is doing. Good Idea of starting everyone as Concealed so the enemy can&#039;t shoot them, then switch to engage when you shoot them back.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;A Gory Feast (1 CP):&#039;&#039;&#039; When an operative incapacitates an enemy in melee, gain +1 APL and heal D6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Brute Strength (1 CP):&#039;&#039;&#039; When a Krootox performs a Normal move, Dash, Fall back, or Charge action, it can move through Light parts of Terrain and past other operatives. Makes this monkey chicken very mobile and very dangerous.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===CM Strategies===&lt;br /&gt;
&lt;br /&gt;
Just expect to lose, alot, especially in your first 5 or so games.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Play the objective, due to your crap armor and low chance to actually hurt anyone with your guns, playing the objective and choosing your Tac Ops wisely is the way to win as Kroot, they are definitely the high skill floor faction for this game, keep your sniper annoying and poking the enemies so they are forced to take him out, while your houhds and Krootox draw fire away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinning Knife Spam&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can always just fit as much skinning knives as you can, concealing your carnivores until its the right time to strike, with good rolls you can gimp a Grey Knight pretty bad in one combat round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counterplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Get the objectives before they do and laugh your ass off while you out damage them.&lt;br /&gt;
&lt;br /&gt;
===CM Sample Lists===&lt;br /&gt;
&lt;br /&gt;
Krootox and the hounds are required, pure carnivores isnt enough unless youre a conga line god.&lt;br /&gt;
&lt;br /&gt;
==Farstalker Kinband (Into the Dark)==&lt;br /&gt;
===Why Play Farstalker Kinband===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039; &lt;br /&gt;
**Exceptional protection when behind cover.&lt;br /&gt;
**Unlike with the Compendium Kroot, these birds can actually fight worth a damn.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Your defenses are lacking unless you make extensive use of cover.&lt;br /&gt;
**No Krootox means that you don&#039;t have anything for raw strength.&lt;br /&gt;
**You&#039;ll need to be a lot more prudent with your orders without free-reign to swap between Concealed and Engage orders.&lt;br /&gt;
&lt;br /&gt;
===FK Rules===&lt;br /&gt;
*&#039;&#039;&#039;Rogue:&#039;&#039;&#039; Kroot remain experts in hiding, and unlike the Compendium&#039;s version that just ups saves, the Kinband get the ability to either gain an additional save or upgrade a save into a critical save.&lt;br /&gt;
&lt;br /&gt;
===FK Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Butcher:&#039;&#039;&#039; Revealed the first time an enemy dies. All slain enemies drop a special token that you now need to pick up. Score 1 VP if you kill and collect a quarter of the enemy&#039;s roster, with another if you pick up a half of the enemy&#039;s roster.&lt;br /&gt;
*&#039;&#039;&#039;Balance the Books:&#039;&#039;&#039; Pretty much dependent on your other Tac Ops. You score 1 VP if you score all VP from one Tac Op and a second if you finish the other Tac Op.&lt;br /&gt;
*&#039;&#039;&#039;Bounty Hunters:&#039;&#039;&#039; Your enemy marks one operative for you to kill. You score 1 VP for killing this target and a second if you pick up the token that this target drops upon dying.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Kin, First and Foremost&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Secure District Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Fight for Posterity&#039;&#039;: Finish five games where you scored VP from the Balance the Books or Butcher Tac Ops. Instead, you could also complete five games where you scored VP from Security Tac Ops.&lt;br /&gt;
#&#039;&#039;Swift Reprisal&#039;&#039;: Finish one last game where you win VP through the Execution Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP and 5 XP for you to spread among your operatives. In addition, all operatives get to automatically pass all Casualty and Recovery checks.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Guns for Hire&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Hit Jobs&#039;&#039;: Finish five games where you scored VP from the Bounty Hunters, Execution or Headhunters Tac Ops. All of them require precision kills, so guarantee that your aim is good.&lt;br /&gt;
#&#039;&#039;Discretionary Bonus&#039;&#039;: Finish one last game where you score VP from the Retrieval or Rob &amp;amp; Ransack Tac Op. You got your kills, now to get some cash.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op gives you 3 RP and the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Savage:&#039;&#039;&#039; +1 attack to all melee operatives to a max of 4. Easy to set for anyone, but means the Cut-Throats ploy is wasted on them.&lt;br /&gt;
#&#039;&#039;&#039;Eye on the Mark:&#039;&#039;&#039; When this operative shoots but doesn&#039;t move, the gun gains the No Cover rule. Absolutely lethal on the Long-Sight.&lt;br /&gt;
#&#039;&#039;&#039;Trapper:&#039;&#039;&#039; This operative can charge while under the Conceal order. Wasted on the Stalker.&lt;br /&gt;
#&#039;&#039;&#039;Wiry:&#039;&#039;&#039; This operative can move past any operatives, circumventing the greatest threat of close-quarters environments like space hulks.&lt;br /&gt;
#&#039;&#039;&#039;Leathery Physiology:&#039;&#039;&#039; 6+ FNP save.&lt;br /&gt;
#&#039;&#039;&#039;Clandestine:&#039;&#039;&#039; When this operative is behind cover and under the Conceal order, they cannot be targeted, even by enemies on a vantage point.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Negotiate (1 RP):&#039;&#039;&#039; Whenever you finish a Spec Op, you can replace one of the Spec Op&#039;s rewards with a reward from a second Spec Op so long as it&#039;s not something you&#039;d already have gotten and doesn&#039;t give RP.&lt;br /&gt;
*&#039;&#039;&#039;Honourable Offering (1 RP):&#039;&#039;&#039; Cannibalism at work. Whenever an operative of Veteran rank or higher dies, a number of operatives equal to double their rank gains +1 XP. If this operative merely suffered a Critical Impairment Battle Scar, you can only give 1 XP to up to four operatives.&lt;br /&gt;
**A serious emergency button if there is one, as you can only use this once per operative. In addition, if you did this to a crippled Kroot, they can only recover from this scar on a 6 on the recovery check.&lt;br /&gt;
*&#039;&#039;&#039;Debt Owed (1 RP):&#039;&#039;&#039; When an operative fails a casualty check, you gain a blood-debt towards the enemy faction that killed them. Whenever you fight this enemy, the Balanced rule lets them re-roll two hit dice instead of just one. You consider the debt settled after winning a game against this enemy, but you can also prematurely end it, rendering all operatives that didn&#039;t fail a casualty check to a Cerebral Affliction Battle Scar.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Spoils Safe:&#039;&#039;&#039; At the game&#039;s start, gain +1 CP to use.&lt;br /&gt;
*&#039;&#039;&#039;Weapon Workbench:&#039;&#039;&#039; Any core Rare Equipment that works on guns is counted as in your stash, but they can only be applied on your single pistols, rifles and scatterguns. Absolutely wicked with how much you just snagged.&lt;br /&gt;
*&#039;&#039;&#039;Meat Locker:&#039;&#039;&#039; If an operative takes a recovery check and wasn&#039;t killed during the game, they count as having rested for a second game.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Kinblade (3 EP):&#039;&#039;&#039; Kroot Kill-Broker only. Replaces the blade with a fancier blade with 4/5 damage and Balanced and Rending, making it more effective for fighting.&lt;br /&gt;
#&#039;&#039;&#039;Knarloc Hide (2 EP):&#039;&#039;&#039; Reduces all incoming damage by 1 to a minimum of 2.&lt;br /&gt;
#&#039;&#039;&#039;Kroothawk Totem (3 EP):&#039;&#039;&#039; Once per game, you can use this to re-roll for initiative.&lt;br /&gt;
#&#039;&#039;&#039;Ancient Flintlock (1 EP):&#039;&#039;&#039; Didn&#039;t expect to see an old-timey gun in a Kroot&#039;s hands, did you? One Kroot pistol (single or dual), rifle or scattergun gains Lethal 5+. The scattergun, as expected, doesn&#039;t benefit at all from this.&lt;br /&gt;
#&#039;&#039;&#039;Kin Totem (2 EP):&#039;&#039;&#039; Gains a 3&amp;quot;/square aura that lets friendly operatives ignore the Injured condition. The range sadly will be an issue for you.&lt;br /&gt;
#&#039;&#039;&#039;Windmark (1 EP):&#039;&#039;&#039; Add +1&amp;quot;/triangle to movement.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FK Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Kroot Pistol (1 EP):&#039;&#039;&#039; Slap a pistol on something that doesn&#039;t have one. Not much use to it aside from eating up unused EP.&lt;br /&gt;
*&#039;&#039;&#039;Meat (1 EP):&#039;&#039;&#039; Why yes, your Kroot can buy lunch, and for reasonably cheap thanks to the Dataslate. This gives them a single-use item to heal d3+1 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Piercing Shot (2 EP):&#039;&#039;&#039; Upgrades a Kroot Pistol, Dual Kroot Pistols (where it will be stuck on the limited range of the Pistol) or Kroot Rifle with a single shot that does 3/4 damage and AP1 in case you really want a killing blow against an armored opponent like a space marine. &lt;br /&gt;
*&#039;&#039;&#039;Quill Grenade (2 EP):&#039;&#039;&#039; Pretty much a frag grenade.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Ritual Blade:&#039;&#039;&#039; Kroot Kill-Broker only. Upgrades their knife to do 4/5 damage if you intend to have them more up-close.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Shot (2 EP):&#039;&#039;&#039; Upgrades a Kroot Pistol, Dual Kroot Pistols (where it will be stuck on the limited range of the Pistol) or Kroot Rifle with a single shot that does a flimsy 2/2 damage but Lethal 5+ and Stun allow you to steal an AP so the enemy can&#039;t grab that key objective.&lt;br /&gt;
*&#039;&#039;&#039;Trophy (3 EP):&#039;&#039;&#039; Gives a once per game use that adds an additional AP for the bearer, but you can only use one each turn if you buy multiples.&lt;br /&gt;
&lt;br /&gt;
===FK Units===&lt;br /&gt;
This Seek &amp;amp; Destroy/Recon fireteam is composed of:&lt;br /&gt;
*1 Kroot Kill-Broker&lt;br /&gt;
*11 of the following:&lt;br /&gt;
**0-11 Kroot Warriors&lt;br /&gt;
**0-1 Kroot Bow-Hunter&lt;br /&gt;
**0-1 Kroot Cold-Blood&lt;br /&gt;
**0-1 Kroot Cut-Skin&lt;br /&gt;
**0-1 Kroot Heavy Gunner&lt;br /&gt;
**0-2 Kroot Hounds&lt;br /&gt;
**0-1 Kroot Long-Sight&lt;br /&gt;
**0-1 Kroot Pistolier&lt;br /&gt;
**0-1 Kroot Stalker&lt;br /&gt;
**0-1 Kroot Tracker&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Kill-Broker (Combat, Marksman, Scout):&#039;&#039;&#039; While the Kill-Broker has the expected 2+ WS on their knife, their BS is actually only decent with all their guns. Alongside Rogue, they also get a photon grenade if they choose the Carbine and the ability to mark out one enemy operative each turn - anyone who attacks this operative scores an instant hit.&lt;br /&gt;
**Your gun options all exchange between accuracy and effectiveness. Your base Kroot Rifle is your most accurate at 3+ BS but is only as strong as a bolter at 3/4 damage. The Pulse Carbine degrades at 4+ BS but its damage is only 4 damage in exchange for the photon grenade, making it a difficult choice even when compared to the Pulse Rifle&#039;s 4/5 damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Warrior (Combat, Marksman, Scout):&#039;&#039;&#039; The average warrior is surprisingly tanky at 8 wounds but needs that cover and Rogue&#039;s benefits with only a 5+ save protecting them. Each warrior has an option between either the bolter-tier Kroot Rifle or the Kroot Scattergun, which trades off crits and infinite range for a 3+ BS. Its blade isn&#039;t anything shabby either, as it hits as hard as the rifle and has 3+ WS for accuracy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Bow-Hunter (Marksman):&#039;&#039;&#039; A sniper-like operative that trades in the high damage with versatility in its arrows. That Accelerator Bow comes with three different arrows you can shoot each turn: the high damage AP1 fused arrows, the decently powerful and Silent glide-arrows and the low-damage but Splash 2 voltaic arrows. If you&#039;re looking to cash in on more crits, you can spend an action before shooting so the bow can add Lethal 5+ to any arrows it shoots.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Cold-Blood (Staunch, Marksman):&#039;&#039;&#039; An angry chicken with a prosthetic leg and a free use of the Piercing Shot and Toxin Shot. He&#039;s also pretty tanky at 9 wounds with the ability to degrage the damage of any incoming critical damage to only deal regular damage, though things like Stun and MW will still hurt hard.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Cut-Skin (Combat):&#039;&#039;&#039; The melee monster of the Kroot, as their knives get decent damage with Balanced and Lethal 5+. On top of that, they deal 1 MW as chip damage for each hit the enemy parries, all but guaranteeing the death of anyone they fight. On top of that, they have a special action that lets them fight twice if the enemy doesn&#039;t die the first time, which is absurdly powerful when facing high-wound enemies. The Q4 2022 Dataslate gave them a defensive edge by making them immune to the No Cover rule, allowing them to weave past a good few annoying tricks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Heavy Gunner (Marksman):&#039;&#039;&#039; This guy won&#039;t be going anywhere, as both his gun options have Cumbersome, limiting how far he can go before being unable to shoot. Make preparations to hide behind any cover you find.&lt;br /&gt;
**The Dvorgite Skinner is essentially your heavy flamer, offsetting its poor damage and limited range by having AP2 and Torrent so it can spread its abuse far and wide without worrying about saves. The Londaxi Tribalest is more for marksmanship, having decent damage with AP1. It also has Rending, which...is very odd to consider since the Tribalest only deals 4/4 damage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Hound (Combat, Scout):&#039;&#039;&#039; Zippy beasts, but it would be a bad idea to consider dedicating them to being anything beyond harassers. While they can pick up objectives through a special action that also lets them move or dash when doing so, they cannot perform any other objective actions and are unable to take any equipment. Fortunately, their fangs are pretty strong with Rending for more crits and have GA2 to let a second hound follow-up to kill the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Long-Sight (Marksman, Scout):&#039;&#039;&#039; The dedicated sniper, this rifle lacks Silent but it does decent damage and MW3 on a crit. If you want something more, you can spend an action to either provide the rifle the more-expected Silent and Lethal 5+ or make it ignore obscuration. This gives the Long-Sight a decent work-around against any cover-spammers that you might come across while also being able to be stealthy like normal snipers.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Pistolier (Marksman, Scout):&#039;&#039;&#039; A birdman that knows how to be a gunslinger. The dual pistols might be short ranged, but they have good damage and Balanced with Lethal 5+ makes them more than effective for its job. Not only can this guy spend an action to shoot twice to pin the enemy down, but he can also fire back at an opponent who shoots at him once per turn, making him a bit of a defensive marksman.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Stalker (Combat, Scout):&#039;&#039;&#039; More the harasser than the murderer like the Cut-Skin, the Stalker&#039;s more able to get things done while hidden. Their loadout sees them better suited to melee, as their Kroot Scattergun does decent damage but has limited range while the Stalker&#039;s Blade has Balanced and Rending for extra effectiveness. Their worth hinges around hiding, as they can charge while under the Conceal order. They can also spend 2 AP on a special ability they can use while under the Conceal order and right next to some terrain, letting them immediately charge and fight an unsuspecting foe, letting them auto-confirm a second hit if they score one.&lt;br /&gt;
**Of course, he needs to hide to be effective. As he lacks a rifle of any sort, he&#039;s exposed against any enemy marksmen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kroot Tracker (Marksman, Scout):&#039;&#039;&#039; This particular Kroot comes with their own pet bird, a Pech&#039;ra that can move alongside its owner. This bird thankfully isn&#039;t its own unit, but still provides the tracker with a special action. This lets the Tracker mark an enemy within 6&amp;quot;/pentagon of the bird, letting enemies within 6&amp;quot;/pentagon that shoot at this target ignore light cover. On top of that, this operative can also lend out extra AP to nearby allies, so it&#039;s all in for support.&lt;br /&gt;
&lt;br /&gt;
===FK Ploy===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cut-Throats (1 CP):&#039;&#039;&#039; All operatives gain +1 attack to melee weapons to a max of 5 total attacks. Decent for backing up any shooty Kroot, but won&#039;t mean much for the rest.&lt;br /&gt;
*&#039;&#039;&#039;Bound (1 CP):&#039;&#039;&#039; For the Turing point, all operatives ignore one circle for climb/drop/traverse and automatically pass any jump checks. Decent for any vertical boards or any obstacle-ridden boards, otherwise it&#039;s not worth it.&lt;br /&gt;
*&#039;&#039;&#039;Farstalk (1 CP):&#039;&#039;&#039; Thee operatives over square/3&amp;quot; of any enemies can immediately change their order.&lt;br /&gt;
*&#039;&#039;&#039;Prey (1 CP):&#039;&#039;&#039; When your operatives are activated, you can modify their guns to gain the Balanced and Heavy rules. The Long-Sight see this as an instant win as their gun already has Heavy, while Heavy Gunners might be a bit skeptical depending on where they are.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mercenary Contract (1 CP):&#039;&#039;&#039; Allows you to replace a Tac Op with one that&#039;s outside of your Kill-Team&#039;s archetype.&lt;br /&gt;
*&#039;&#039;&#039;Poach (1 CP):&#039;&#039;&#039; One operative can perform any mission actions while within range of it rather than being right on top of it, and can do so even while engaged.&lt;br /&gt;
*&#039;&#039;&#039;Slip Away (1 CP):&#039;&#039;&#039; One operative can fall back on a 1 AP discount. Great for any marksmen in the team.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance for the Kinband (1 CP):&#039;&#039;&#039; When one operative dies, the rest will hold a grudge. Anyone that attacks this operative&#039;s killer can re-roll all hits.&lt;br /&gt;
**This sounds awesome, but it can only be active for one instance only until the marked foe dies. Once he&#039;s bird-chow, then you can trigger it again.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===FK Strategies===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic Strategy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Play the objective, due to your crap armor and low chance to actually hurt anyone with your guns, playing the objective and choosing your Tac Ops wisely is the way to win as Kroot, they are definitely the high skill floor faction for this game, keep your sniper annoying and poking the enemies so they are forced to take him out, while your houhds and Krootox draw fire away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skinning Knife Spam&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You can always just fit as much skinning knives as you can, concealing your carnivores until its the right time to strike, with good rolls you can gimp a Grey Knight pretty bad in one combat round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Counterplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get the objectives before they do and laugh your ass off while you out damage them.&lt;br /&gt;
&lt;br /&gt;
===FK Sample Lists===&lt;br /&gt;
&lt;br /&gt;
==Hive Fleet==&lt;br /&gt;
===Why Play Hive Fleet===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Genestealers are incredibly mobile and sneaky, even moreso than any other scouts or sneaky units short of Tau stealth suits.&lt;br /&gt;
** Warriors provide Synapse as well as durable bodies that can switch between melee or shooting with little hassle.&lt;br /&gt;
** Gaunts are numerous and have GA2 to swarm around the opposition.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Gaunts remain exceedingly fragile and very specialized. Not to mention that you can only bring one fireteam of them.&lt;br /&gt;
** Synapse makes your warriors into very visible targets. It also means that your team will likely huddle up to each other as the wounds rack up.&lt;br /&gt;
** 4+ BS on your big guns makes shooting less than desirable...unless you pick the short-range stuff.&lt;br /&gt;
** No [[Lictor|Lictors]], bummer.&lt;br /&gt;
&lt;br /&gt;
===Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Synapse:&#039;&#039;&#039; Any operatives activated within 6&amp;quot;/pentagon of an operative with the {{W40kKeyword|Synapse}} keyword do not suffer the movement or WS/BS penalties that being injured inflicts. This makes your warriors into strongpoints for your army.&lt;br /&gt;
&lt;br /&gt;
===HF Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hooks (2 EP):&#039;&#039;&#039; Provides a short-ranged gun with 3&amp;quot;/square range and the power of a bolter but Lethal 5+ for extra cits.&lt;br /&gt;
*&#039;&#039;&#039;Acid Maw (2 EP):&#039;&#039;&#039; A rather short-ranged gun with 6&amp;quot;/pentagon range and Splash 1 for lucky crits to spread around.&lt;br /&gt;
*&#039;&#039;&#039;Extended Chitin (2/3 EP):&#039;&#039;&#039; The bearer can re-roll one defense die. Costs 3 EP for a {{W40kKeyword|Tyranid Warrior}} operative.&lt;br /&gt;
*&#039;&#039;&#039;Feeder Tendrils (2 EP):&#039;&#039;&#039; The bearer regains d3 wounds each time it kills a foe.&lt;br /&gt;
*&#039;&#039;&#039;Toxin Sacs (2 EP):&#039;&#039;&#039; Whenever the bearer scores a crit in combat, they can convert a miss into another hit.&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Glands (2 EP):&#039;&#039;&#039; The operative adds +1&amp;quot;/triangle to their movement for the game. This is especially vital to hormagaunts, who are the most prone to getting squished and thus need to close the distance to get a hit off before dying.&lt;br /&gt;
&lt;br /&gt;
===HF Units===&lt;br /&gt;
&lt;br /&gt;
The kill team is composed of three Fire teams&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tyranid Warrior Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fireteam is composed of 3 of the following:&lt;br /&gt;
&lt;br /&gt;
*0-1 Tyranid Warrior Leader (if you don&#039;t have another leader)&lt;br /&gt;
*1-3 Tyranid Warrior Fighter&lt;br /&gt;
*0-1 Tyranid Warrior Heavy Gunner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyranid Warrior Leader (Combat, Staunch, Marksman):&#039;&#039;&#039; The leader remains as elite as the warriors it commands, with a 2+ WS and 3+ BS on the long-range guns making it a capable shot. That BS can also make it very tempting to grab two sets of melee weapons for maximizing those attacks.&lt;br /&gt;
*&#039;&#039;&#039;Tyranid Warrior Fighter (Staunch, Marksman):&#039;&#039;&#039;Your classic warrior is an absolute monster, capable of filling out whatever role you need of it and tanky as hell with a 4+ save and 18 whole wounds.&lt;br /&gt;
**Melee weapons are plenty and diverse, and if you pick two melee weapons (say scything talons and bonesword+whip or two sets of rending claws) you add +1 attack to both weapons.  Rending claws are plenty deadly with Rending maximizing crits, while scything talons offer Balanced for reliability and boneswords give Lethal 5+ to make crits more likely. Taking a bonesword and lash whip gives a bonesword with one less attack than when paired up, but the whip gives a short-ranged shooting attack with Stun and can even rob the enemy of attacks when in combat with the enemy.&lt;br /&gt;
**One set of arms can be provided a gun instead of melee weapons. Spinefists provide short-range firepower equal to a bolt pistol. A devourer provides that same power with Ceaseless but suffers at a 4+ BS. The deathspitter also uses the 4+ BS, but provides more potent firepower.&lt;br /&gt;
*&#039;&#039;&#039;Tyranid Warrior Heavy Gunner (Staunch, Marksman):&#039;&#039;&#039; As with the fighter, this warrior has one set of arms dedicated to melee weaponry. However, the second set of arms is stuck to some sort of heavy gun, limiting its mobility. The barbed strangler has Blast to flush out crowds of enemies while the venom cannon has high damage with AP1 in order to rip through armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;tab name=&amp;quot;Genestealer Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
The fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Genestealer Leader (if you don&#039;t have another leader)&lt;br /&gt;
*4-5 Genestealer Fighters&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Fighter (Combat, Scout):&#039;&#039;&#039; Your elite genestealer, given a bonus wound and a 2+ WS for extra ripping.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Leader (Combat, Scout):&#039;&#039;&#039; Genestealers are extremely mobile, being able to dash as soon as they&#039;re activated. Not only that, but they&#039;re also quite sneaky, getting a 5+ Invuln save and the ability to stay Concealed regardless of any circumstances. This means that a genestealer can very easily sneak up to an opponent and ambush them.&lt;br /&gt;
**You have only two weapon selections. Rending claws + scything talons gives you 10 attacks, half with Rending and the other half with Balanced for good damage. If you pair up rending claws, this reduces you to only 5 attacks, but these attacks get Relentless and Rending for maximum crit-fishing.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tyranid Swarm Fireteam (Max 1)&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fireteam is composed of 8 of the following (max 1 per kill team):&lt;br /&gt;
*0-8 Hormagaunt&lt;br /&gt;
*0-8 Termagant (Any Termagant with a devourer counts as two selections)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hormagaunt (Staunch, Marksman):&#039;&#039;&#039; Your choppy nid. It&#039;s plenty weak with only 7 wounds and a 6+ save. Its scything talons are its only claim to fame, though Relentless makes sure you actually hit things. With GA2 on your gaunts, you can make sure that all of them can either circle around enemies or reach cover sooner than the enemy can fire upon them. For the hormagaunt, it&#039;s your only way to guarantee that you can ever close the distance and get to killing.&lt;br /&gt;
*&#039;&#039;&#039;Termagant (Staunch, Marksman):&#039;&#039;&#039; Your piddly gunner-nid, only given 7 wounds and a 6+ save. You&#039;re going to need this thing to hide in order to make use of its gun. The spinefists provide piddly damage equal to your bites while the deathspitter is only slightly better at a 4+ BS. The devourer is the only full-ranged gun and Ceaseless lets you guarantee hits, but it forces you to sacrifice one gaunt for it.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HF Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stalk (1 CP):&#039;&#039;&#039; An operative with the Conceal order and is more than 3&amp;quot;/square from an enemy can immediately move. Especially useful for your genestealers, who are super good at hiding.&lt;br /&gt;
*&#039;&#039;&#039;Lurk (1 CP):&#039;&#039;&#039; If an operative is shot at while in cover and is either using the Conceal order or is readied, they can retain one additional die as a result of cover. Expect to use this a good bit if you use gaunts because they cannot last out in the open, as will genestealers.&lt;br /&gt;
*&#039;&#039;&#039;Feed (1 CP):&#039;&#039;&#039; When an operative scores a crit in combat, that hit scores +1 additional damage.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Unseen Hunter (1 CP):&#039;&#039;&#039; The operative can switch its order before or after its activation so long as it doesn&#039;t shoot. Practically begging for hormagaunts and genestealers to use it, but termagants trying to reach optimal firing range might also need this too.&lt;br /&gt;
*&#039;&#039;&#039;Will of the Hive Mind (1 CP):&#039;&#039;&#039; Triggered when an operative is activated within 6&amp;quot;/pentagon of an operative with the {{W40kKeyword|Synapse}} keyword, providing +1 to the operative&#039;s APL. Useful for letting genestealers hit and run or letting gaunts or warriors run faster.&lt;br /&gt;
*&#039;&#039;&#039;Aggressive Biostrain (1 CP):&#039;&#039;&#039; If an operative shoots but doesn&#039;t hit the enemy, they can shoot that target again.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HF Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HF Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Functionally you have 3 loadouts for this kill team:&lt;br /&gt;
&lt;br /&gt;
* 3 Warriors + 4-8 Swarmagaunts: Gaunts screen your warriors and go forward when its risky. You do not want to risk your warriors as they&#039;re going to be doing the real work while the small bugs jam-up hostile operatives etc.&lt;br /&gt;
&lt;br /&gt;
* 3 Warriors + 5 Genestealers: Genestealers need less babysitting and can do flanking shenanigans or operate alone against isolated guardsmen equivalents. Warriors don&#039;t have to be geared for ranged as Genestealers really encourage a get-in close playstyle.&lt;br /&gt;
&lt;br /&gt;
* 6 Warriors: Very flexible, can skew towards a nasty melee setup, or to a balanced configuration that has average range threat with decent melee threat. Probably the tankiest setup, with its high wound count, 4+ armour saves, and never suffering from Injury or negative WS/BS modifiers, it means other players are going to feel like they&#039;re pounding on a brick wall.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t even think about going all genestealer or genestealer+swarm, its too squishy and struggles to do basic shit without factoring in casualties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warrior loadouts&#039;&#039;&#039;&lt;br /&gt;
This is probably the meat and potatoes of discussing HF Killteams; how do you gear up these bad boys. The obvious starting point is to ask &amp;quot;What role?&amp;quot;: Dedicated Melee or Combined Arms is how most people think, but the truth is that there is more nuance. In an all warriors team its useful to think of each warrior as a serving a purpose, like a lashwhip+bonesword warrior supporting another warrior built as a blender when facing a horde team. The heavy gunner warriors can be mix-n-matched, either 1 of each heavy weapon or double-up based on whether its hordes or elites.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Kill the Tyranid Warriors first, these are the pieces that do a lot of the work for Hive Fleet. If your opponent isn&#039;t fielding any then its pretty much open season, melee the shooty bugs, shoot the melee bugs. Gaunts and Genestealers have pretty bad saves, so the kill team as a whole will crumble quickly when forced into a bad engage.&lt;br /&gt;
&lt;br /&gt;
An important point is to focus down Tyranid Warriors one at a time, they can&#039;t get injured, you&#039;re only going to impact the killteam&#039;s performance by wholly removing Warrior activations. Secondly is have something that can flush genestealers out of Conceal, their actual defense is poor and they lean hard on stealth to survive.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HF Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Brood Coven==&lt;br /&gt;
===Why Play Brood Coven===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Your melee weapons are some incredibly dangerous and ubiquitous fare for Kill Team&lt;br /&gt;
** Some good ways to sneak around the enemy while using the Conceal order.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Your units remain as flimsy as guardsmen.&lt;br /&gt;
** No Aberrants or Genestealers for you in this edition for some strange reason, robbing you of some of GSC&#039;s hardest hitting melee units.&lt;br /&gt;
&lt;br /&gt;
===BC Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Blasting Charge (2 EP):&#039;&#039;&#039; Essentially a much weaker frag grenade.&lt;br /&gt;
*&#039;&#039;&#039;Demolition Charge (4 EP):&#039;&#039;&#039; A hybrid of a frag and krak grenade, combining Blast of a frag with the high damage and AP1 of the krak grenade. However, it has Unwieldy, making it a poor choice for overwatch...if you ever wanted to use it there anyways.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Weapon Bipod Censer (3 EP):&#039;&#039;&#039; {{W40kKeyword|Neophyte Hybrid Heavy Gunner}} operative only. This allows the bearer to re-roll one hit die if they did not move on their activation. Sadly, they remain hampered by Heavy.&lt;br /&gt;
*&#039;&#039;&#039;Flash Visor (1 EP):&#039;&#039;&#039; This operative can ignore any APL modifiers.&lt;br /&gt;
*&#039;&#039;&#039;Mining Tool Rig (2 EP):&#039;&#039;&#039; {{W40kKeyword|Acolyte Hybrid Fighter}} only. This adds relentless to their selected heavy weapon, making it considerably more dangerous as those hits are now guaranteed.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Structural Surveyor (3 EP):&#039;&#039;&#039; Provides the bearer a special action for 1 AP. You can mark one piece of terrain within 6&amp;quot;/pentagon from them and a friendly operative within 3&amp;quot;/square of them. This operative no longer counts the terrain as an obstruction and forces any targets to roll for all their saves rather than auto-making a save.&lt;br /&gt;
&lt;br /&gt;
===BC Units===&lt;br /&gt;
&lt;br /&gt;
The kill team is composed of two Fire teams&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Neophyte Hybrid Fire team&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fireteam is composed of 7 of the following:&lt;br /&gt;
*0-1 Neophyte Hybrid Leader (if you don&#039;t have another leader)&lt;br /&gt;
*1-7 Neophyte Hybrid Troopers&lt;br /&gt;
*0-2 Neophyte Hybrid Gunner&lt;br /&gt;
*0-1 Neophyte Hybrid Heavy Gunner&lt;br /&gt;
*0-1 Neophyte Hybrid Icon Bearer &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Hybrid Leader (Combat, Marksman, Scout):&#039;&#039;&#039; While this guy can stay as a basic Trooper+1 with a shotgun or autogun, he has plenty of options for melee, making him a good bit more dangerous.&lt;br /&gt;
**The melee options are pretty stark in their value. The chainsword offers practically nothing compared to the power maul&#039;s Stun or the power pick&#039;s Rending, especially when the chainsword&#039;s damage pales in comparison to the other two. The autopistol is pretty much a short-ranged autogun, while the bolt pistol is only a step above in terms of damage. The web pistol does worse damage-wise, but it offers Stun to rob nearby enemies of AP.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Hybrid Trooper (Marksman, Scout):&#039;&#039;&#039; Your basic neophyte isn&#039;t far removed from the basic guardsman, even possessing GA2 to let them move more quickly than most forces. Your only weapon choices are the autogun for a lasgun-alike and the short-ranged shotgun with consistent damage regardless of whether or not it crits.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Hybrid Gunner (Marksman, Scout):&#039;&#039;&#039; Your neophyte has three rather different options for whatever situation you need. The flamer is short-ranged but provides coverage with Torrent to spread the flames. The webber is also short-ranged but it has Stun to rob the enemy of AP and Lethal 5+ to maximize how often you trigger it. The grenade launcher is your only infinite-range option and has plenty of versatility, with frag grenades covering crowds with Blast while the krak grenades deal high AP1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Hybrid Heavy Gunner (Staunch, Marksman):&#039;&#039;&#039; The only source for heavy weapons to the entire kill-team, and to this end you provide plenty of fire, though Heavy keeps this guy rooted to where he is. The heavy stubber provides Ceaseless and Fusillade, offering a literal wall of fire to cover enemies. The mining laser offers high damage with AP1 and no other frills. The seismic cannon comes with two modes: low-frequency has infinite range and Blast to spread the Stun chances, but has low damage. The high-frequency has short range, but hits at a better BS and has P1 to make crits a bigger deal.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Hybrid Icon Bearer (Staunch):&#039;&#039;&#039; A trooper carrying an icon, meaning they get the APL boosts to capping points as well as a gun. For 1 AP they can plant the Cult Icon, inspiring fellow operatives within square/3&amp;quot; to re-roll one hit die when fighting or shooting.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;tab name=&amp;quot;Acolyte Hybrid Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
The fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Acolyte Hybrid Leader (if you don&#039;t have another leader)&lt;br /&gt;
*1-5 Acolyte Hybrid Troopers&lt;br /&gt;
*0-2 Acolyte Hybrid Gunner and/or Fighter&lt;br /&gt;
*0-1 Acolyte Hybrid Icon Bearer &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acolyte Hybrid Leader (Combat, Scout):&#039;&#039;&#039; Sports some really odd weapons choices. For shooting, you could get an autopistol or hand flamer, but you could also get a lash-whip, dealing -1 Attack to enemies engaged with them in exchange for a very short range. Melee gives you either the blade+claw for Balanced and Rending for deadlier crits or the bonesword+claw for Balanced and Deadly 5+ for more crits.&lt;br /&gt;
*&#039;&#039;&#039;Acolyte Hybrid Trooper (Combat, Scout):&#039;&#039;&#039; Now we&#039;re starting to get a little freaky with the mutations, resulting in a standard 8 wounds. While this guy gets a basic autopistol for shooting, their weapons make up for that with Balanced for one re-roll to hit and Rending to make crits really leave a mark.&lt;br /&gt;
*&#039;&#039;&#039;Acolyte Hybrid Gunner (Combat, Marksman, Scout):&#039;&#039;&#039; Despite being called a gunner, they only really have one choice of gun: a hand flamer. This provides plenty of coverage with Torrent, but the short range of this spread will limit its value, as will the pistol&#039;s short range.&lt;br /&gt;
*&#039;&#039;&#039;Acolyte Hybrid Fighter (Combat, Scout):&#039;&#039;&#039; The most dangerous of the lot, carrying some real nasty things. The heavy rock drill deals the least damage on a base hit, but Brutal makes any hits overpower enemy defenses. The heavy rock saw does more pain without any frills. The heavy rock cutter deals the most damage out of all the options and has Lethal 5+ to emphasize its damage, but it forces the hybrid to use a 4+ WS to work with.&lt;br /&gt;
*&#039;&#039;&#039;Acolyte Hybrid Icon Bearer (Stanch):&#039;&#039;&#039;  A trooper carrying an icon, meaning they get the APL boosts to capping points as well as a decent melee weapon. For 1 AP they can plant the Cult Icon, inspiring fellow operatives within square/3&amp;quot; to re-roll one hit die when fighting or shooting. This means more for this lot since your basic melee weapon has Balanced so you have two re-rolls now.&lt;br /&gt;
   &lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hybrid Metamorph Fireteam&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The fireteam is composed of 5 of the following:&lt;br /&gt;
*0-1 Hybrid Metamorph Leader (if you don&#039;t have another leader)&lt;br /&gt;
*1-5 Hybrid Metamorph Fighters&lt;br /&gt;
*0-2 Hybrid Metamorph Gunners&lt;br /&gt;
*0-1 Hybrid Metamorph Icon Bearer &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Metamorph Leader (Combat, Scout):&#039;&#039;&#039; Another melee master of a leader. While their guns remain either the meager autopistol or the limited hand flamer, your melee implements excel. The basic metamorph mutations are for brute-forcing your way to victory while the bonesword+mutatiosn replaces Brutal with Lethal 5+, letting you guarantee crits at the cost of the letting the enemy more easily parry them.&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Metamorph Fighter (Combat, Scout ):&#039;&#039;&#039; As durable as an acolyte hybrid, but your melee weapons are far deadlier. Not only do they Balanced for a re-roll and Rending for maximizing crit damage, they also get Brutal to literally break through parrying.&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Metamorph Gunner (Combat, Marksman, Scout):&#039;&#039;&#039; Despite being called a gunner, they only really have one choice of gun: a hand flamer. This provides plenty of coverage with Torrent, but the short range of this spread will limit its value, as will the pistol&#039;s short range.&lt;br /&gt;
*&#039;&#039;&#039;Hybrid Metamorph Icon Bearer (Staunch):&#039;&#039;&#039; A fighter carrying an icon, meaning they get the APL boosts to capping points as well as a decent melee weapon. For 1 AP they can plant the Cult Icon, inspiring fellow operatives within square/3&amp;quot; to re-roll one hit die when fighting or shooting. This means more for this lot since your basic melee weapon has Balanced so you have two re-rolls now and Brutal means that you really want those hits to make it.&lt;br /&gt;
&amp;lt;/tab&amp;gt; &lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BC Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Cult Ambush (1 CP):&#039;&#039;&#039; Use during the first turning point. Your operatives can switch their orders during their activation. This is about as sneaky as you get, and is especially handy for your acolytes and metamorphs with their melee skills.&lt;br /&gt;
*&#039;&#039;&#039;Lurk in the Shadows (1 CP):&#039;&#039;&#039; Whenever the enemy shoots upon an operative in cover and either has the Conceal order or is readied, they can either take one extra save as a result of cover or make a successful save into a critical save. Considering the weak saves of your genestealers, you&#039;ll probably be needing that extra save.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Underground (1 CP):&#039;&#039;&#039; One operative can deployed anywhere within 1&amp;quot;/triangle of some heavy cover and more than 6&amp;quot;/pentagon of any enemy operatives or their DZ at the game&#039;s start.&lt;br /&gt;
*&#039;&#039;&#039;Into the Shadows (1 CP):&#039;&#039;&#039; After one operative activates, you can immediately swap their order to the Conceal order.&lt;br /&gt;
*&#039;&#039;&#039;Crossfire (1 CP):&#039;&#039;&#039; After one operative shoots at an enemy, another operative who shoots that same enemy can re-roll one hit die. It&#039;s not much, but this can give you something for your neophytes.&lt;br /&gt;
*&#039;&#039;&#039;Lying in Wait (1 CP):&#039;&#039;&#039; When activating an operative with the Conceal order and over 3&amp;quot;/square of an operative, you can activate another operative within 3&amp;quot;/square of them and satisfying those same conditions immediately afterwards. This is some incredibly good sneaky stuff, letting you treat more units as if they&#039;re GA2 and making more use of the Conceal order.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BC Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;BC Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing as this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing against this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===BC Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wyrmblade (WD 472)==&lt;br /&gt;
===Why Play Wyrmblade===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Retain the broad selection of firearms given to the Neophyte Genestealers&lt;br /&gt;
** Make use of a bunch of Characters outside of HQ, something only a few other armies can even consider using&lt;br /&gt;
** Can easily swap between Conceal and Engage orders, which only the Kroot can brag about&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** You remain pretty much guardsmen. You&#039;ll need to hide your men&lt;br /&gt;
** Your characters and leader are pretty much your only melee operatives&lt;br /&gt;
** Wyrmblade is an &#039;&#039;alternative&#039;&#039; to Brood Coven rather than a straight upgrade. It has its strengths, but for some things (like melee) you&#039;d probably be better off sticking with the Compendium.&lt;br /&gt;
&lt;br /&gt;
===WB Wargear===&lt;br /&gt;
While you choose your wargear, you should remember that {{W40kKeyword|CULT AGENTS}} (i.e. all the special characters) can&#039;t have any of them&lt;br /&gt;
*&#039;&#039;&#039;Cult Knife (2 EP):&#039;&#039;&#039; An A4 WS4+ D2/3 melee weapon. Honestly, none of your troops really get anything good from this.&lt;br /&gt;
*&#039;&#039;&#039;Climbing Equipment (3 EP):&#039;&#039;&#039; This makes an operative climb up and down scalable terrain without a lot of hassle. You can drop down any height, climbing comes at a drastic movement discount.&lt;br /&gt;
*&#039;&#039;&#039;Cult Talisman (2 EP):&#039;&#039;&#039; Once per game, you can make one save into a critical save. Best saved to avoid some sinister crit or power fist to the noggin.&lt;br /&gt;
*&#039;&#039;&#039;Frag Grenade (2 EP):&#039;&#039;&#039; The timeless classic, made to wipe out groups of enemies.&lt;br /&gt;
*&#039;&#039;&#039;Blasting Charge (3 EP):&#039;&#039;&#039; A +1 damage Frag Grenade, but with a small blast. Probably worth the increased cost, unless you absolutely need that 1 point.&lt;br /&gt;
*&#039;&#039;&#039;Flash Visor (1 EP):&#039;&#039;&#039; This operative can ignore any APL modifiers.&lt;br /&gt;
*&#039;&#039;&#039;Spotlight (3 EP):&#039;&#039;&#039; Enemy operatives within 6&amp;quot;/pentagon of the bearer can never be obscured, leaving them as sitting ducks for any marksmen.&lt;br /&gt;
&lt;br /&gt;
===WB Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Nowhere Unreachable:&#039;&#039;&#039; Revealed during the first turn, allowing your opponent to drop one objective at least 6&amp;quot;/pentagon from their DZ. You score 1 VP for each turn where you control that one objective. &lt;br /&gt;
*&#039;&#039;&#039;Perfect Ambush:&#039;&#039;&#039; Revealed on any turn before the fourth. Keep a tally of how many wounds each of your operatives gives and receives; you score 1 VP for each turn where you deal more wounds overall than the enemy. You can an additional VP for every turn where your {{W40kKeyword|Cult Agent}} operatives dealt more wounds than the total number of wounds dealt to your side, which is a pretty sizeable order.&lt;br /&gt;
*&#039;&#039;&#039;Mark for Assassination:&#039;&#039;&#039; Your {{W40kKeyword|Neophyte}} operatives gain a new action that lets them mark a visible enemy operative that has GA1 within 3&amp;quot;/square of them, which...doesn&#039;t do anything on its own. However, you gain 1 VP for each marked enemy you murder, letting you focus-fire on key players.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Wyrmblade Assassination&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Insidious Invasion&#039;&#039;: Finish five games where you scored VP from the Interloper, Capture Hostage &amp;amp; Infiltrate and Behind Enemy Lines Tac Ops. A lot of this requires footwork and making sure the enemy is distracted enough for you to finish your job.&lt;br /&gt;
#&#039;&#039;Eliminate Oppressor&#039;&#039;: Finish one last game where you win VP through the Mark for Assassination Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP and the operative that accomplished the final objective gets 5 XP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Clandestine Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Shadow Engagements&#039;&#039;: Finish five games where you scored VP from any of your faction-exclusive Tac Ops.&lt;br /&gt;
#&#039;&#039;Return to Cult&#039;&#039;: Finish one last game where you have at least one operative within the enemy&#039;s DZ and over 2&amp;quot;/square from any enemies by the game&#039;s end. This isn&#039;t an actual Tac Op, so you can decide how you want to accomplish it.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op gives you 5 XP you can spread across all of your operatives while all of your operatives can auto-pass any casualty and recovery checks. In Addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Scurry:&#039;&#039;&#039; While this operative has the Conceal order, they gain +1&amp;quot;/triangle to their movement, a little boost to their speed as they run to their next goal.&lt;br /&gt;
#&#039;&#039;&#039;Elusive:&#039;&#039;&#039; When this operative is activated while engaged with a single enemy, they have the ability to fall back for free on a 4+. &lt;br /&gt;
#*As a kill-team with more bodies, you&#039;ll probably be using this against enemies like space marines who can crush a single cultist on their own.&lt;br /&gt;
#&#039;&#039;&#039;Mercurial:&#039;&#039;&#039; When an enemy from beyond 6&amp;quot;/pentagon shoots at this operative, they can re-roll a save die.&lt;br /&gt;
#&#039;&#039;&#039;Prowler:&#039;&#039;&#039; This operative only needs to be within range of an objective for the sake of performing mission actions rather than actively controlling it. This can allow you to swipe out items from under the enemy&#039;s nose.&lt;br /&gt;
#&#039;&#039;&#039;Stalker:&#039;&#039;&#039; This operative can use the Slink into Darkness ploy twice per game rather than once.&lt;br /&gt;
#&#039;&#039;&#039;Clandestine:&#039;&#039;&#039; Whenever this operative is both using the Conceal order and hidden behind light cover, they cannot be targeted by anyone with a vantage point, offering extra protection from enemy snipers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Honoured by the Cult (2 RP):&#039;&#039;&#039; Lets you hire a {{W40kKeyword|Cult Agent}} operative with enough XP to reach the current tier as your leader. Of course you want this in a longer game, you&#039;re getting all the battle honours for 1 extra point of requisition! If the game didn&#039;t run as long, you might want to wait until you get to another tier.&lt;br /&gt;
*&#039;&#039;&#039;Proficient Planning (1 RP):&#039;&#039;&#039; Used once when undergoing a Spec Op. You gain a number of Proficient Planning points equal to the number of ranks for your leader. During any games while still in that Spec Op, you can spend one point for some extra CP. This can only be done once per game and will only last until you either use up your points or you finish the Spec Op, letting your remaining points go to waste. &lt;br /&gt;
*&#039;&#039;&#039;Spiritual Aid (1 RP):&#039;&#039;&#039; Used when an operative suffers a battle scar. The operative isn&#039;t limited to only earning 3 XP from injury and counts as having one less battle scar when rolling for your new one. In addition, Cerebral Affliction is ignored, giving you one less thing to worry about.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Alchemical Cryo-Dispensary:&#039;&#039;&#039; You can re-roll one casualty test or recovery test each game. Helpful in keeping everyone in fighting shape since you lack a dedicated medic.&lt;br /&gt;
*&#039;&#039;&#039;Insurgent Dead Drop:&#039;&#039;&#039; During your Scouting Phase, you can pick two different actions, though initiative will only be determined by your first choice.&lt;br /&gt;
*&#039;&#039;&#039;Wyrmbore Network:&#039;&#039;&#039; When the game starts, you can use the Hiding ploy once for free and set up two operatives with it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Splinterwyrm Knife (2 EP):&#039;&#039;&#039; A new melee weapon with A4 WS3+ D3/5 and Rending. A pretty nice tool to give an operative that&#039;ll likely need the melee edge.&lt;br /&gt;
#&#039;&#039;&#039;Gene-Brew (2 EP):&#039;&#039;&#039; Grants +2 wounds and lets them ignore the Heavy trait, giving it a bit of extra use for a heavy gunner.&lt;br /&gt;
#&#039;&#039;&#039;Ichor-Infused Ammunition (1/2 EP):&#039;&#039;&#039; One autogun, shotgun or heavy stubber gains Lethal 5+ for a lucky crit. Costs 2 EP for a heavy stubber.&lt;br /&gt;
#&#039;&#039;&#039;Shadowleap Cloak (2 EP):&#039;&#039;&#039; Your operative now has {{W40kKeyword|Fly}}, meaning that they can run over any amount of terrain. Enjoy the three-armed acrobatics!&lt;br /&gt;
#&#039;&#039;&#039;Sire-Blessed Icon (3 EP):&#039;&#039;&#039; Neophyte Icon Bearer only. The bearer gains +1 to saves and gives you an extra CP.&lt;br /&gt;
#&#039;&#039;&#039;Neural Shroud (3 EP):&#039;&#039;&#039; The bearer counts as always being behind cover when over 6&amp;quot;/pentagon away from any enemies. That protection will be very helpful considering how much you&#039;ll be shot up.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===WB Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;Cult Ambush:&#039;&#039;&#039; A vast difference compared to the classic version. Here, this lets your activated operatives switch orders from Conceal to Engage on your first turn and re-roll attack dice results of one number (i.e. you &#039;could&#039; re-roll 1s to hit, but you could also re-roll 2s if that&#039;s what you have more of). &lt;br /&gt;
*&#039;&#039;&#039;Preternatural Assassin:&#039;&#039;&#039; What makes the {{W40kKeyword|Cult Agent}} operatives the super-badasses. They get a 4++ save but can&#039;t take wargear. In addition, they can either take an additional save from cover, or turn a save from cover into a critical save to foil crits.&lt;br /&gt;
&lt;br /&gt;
===WB Units===&lt;br /&gt;
The fireteam is composed of 13 of the following:&lt;br /&gt;
*1 Neophyte Hybrid Leader&lt;br /&gt;
*12 of the following:&lt;br /&gt;
**1-12 Neophyte Brood-Adept&lt;br /&gt;
**0-2 Neophyte Gunner&lt;br /&gt;
**0-2 Neophyte Heavy Gunner&lt;br /&gt;
**0-1 Neophyte Icon Bearer&lt;br /&gt;
**You can only have up to two of the following {{W40kKeyword|Cult Agent}} operatives, but each counts as two selections:&lt;br /&gt;
***0-1 Kelermorph&lt;br /&gt;
***0-1 Locus&lt;br /&gt;
***0-1 Sanctus Sniper&lt;br /&gt;
***0-1 Sanctus Talon&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Leader (Combat, Marksman, Scout):&#039;&#039;&#039; While this guy can stay as a basic Trooper+1 with a shotgun or autogun, he has plenty of options for melee, making him a good bit more dangerous. This version of the leader is a bit better because he allows visible {{W40kKeyword|Neophyte}} operatives to trigger either the Slink into Darkness or Coiled Serpent ploys for free, helping you to spring all manner of assaults.&lt;br /&gt;
**The melee options are pretty stark in their value. The chainsword, power pick, and power maul are all surprisingly good choices with differing rules, with the chainsword giving Ceaseless for re-rolls while the pick has Rending and maul has Stun. The autopistol is a bit better than a short-ranged autogun with Balanced and Lethal 5+, while the bolt pistol is only a step above in terms of damage. The web pistol does worse damage-wise, but it offers Stun to rob nearby enemies of AP.&lt;br /&gt;
*&#039;&#039;&#039;Kelermorph (Marksman, Scout):&#039;&#039;&#039; The three-armed slinger comes to the fray, well defended by Preternatural Assassin as well as a 4+ save and 9 wounds. Your liberator autostubs are pretty much bolter-strength with P1 and Rending that you can shoot twice, though you have to choose between infinite range at a meh 4+ BS or a short-range with an excellent 2+ BS. In addition, you get an extra action that lets you changes the short-range profile of the autostubs henever you fire next, sacrificing P1 and Rending but gaining Indirect and No Cover. Whenever you kill someone, the kelermorph becomes an inspiration for nearby friendly {{W40kKeyword|Neophyte}} operatives, letting them score critical hits on a 5+ as they try to emulate their hero.&lt;br /&gt;
**While the guns are the stars of the show, don&#039;t forget that your kelermorph has a knife to defend himself in melee. While not as outstanding, it remains a potent weapon that can take down guardsmen in short order.&lt;br /&gt;
*&#039;&#039;&#039;Locus (Combat):&#039;&#039;&#039; Your elite blender, made primarily to close the distance for instant murder. Not only do they come a vicious sword with Lethal 5+, but their tail also acts as a very short-ranged sniper shot with Silent. As the masters of combat, they can fight twice in an activation, and each time they must always make one hit into a successful parry before the opponent can react. You also get a special action that lets them instantly charge anyone that moves next to them, and this can be done even when using the Conceal Order.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Brood-Adept (Marksman, Scout):&#039;&#039;&#039; Your basic neophyte isn&#039;t far removed from the basic guardsman, even possessing GA2 to let them move more quickly than most forces. Your only weapon choices are the autogun for a lasgun-alike and the short-ranged shotgun with a better BS and consistent damage regardless of whether or not it crits.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Gunner (Marksman, Scout):&#039;&#039;&#039; Your neophyte has three rather different options for whatever situation you need. The flamer is short-ranged but provides coverage with Torrent to spread the flames. The webber is also short-ranged but it has Stun to rob the enemy of AP and Lethal 5+ to maximize how often you trigger it. The grenade launcher is your only infinite-range option and has plenty of versatility, with frag grenades covering crowds with Blast while the krak grenades deal high AP1 damage.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Heavy Gunner (Staunch, Marksman):&#039;&#039;&#039; The only source for heavy weapons to the entire kill-team, and to this end you provide plenty of fire, though Heavy keeps this guy rooted to where he is. The heavy stubber provides Ceaseless and Fusillade, offering a literal wall of fire to cover enemies. The mining laser offers high damage with AP1 and no other frills. The seismic cannon comes with two modes: low-frequency has infinite range and Blast to spread the Stun chances, but low damage. The high-frequency has short range, but hits at a better BS and has P1 to make crits a bigger deal on top of Stun.&lt;br /&gt;
*&#039;&#039;&#039;Neophyte Icon Bearer (Staunch):&#039;&#039;&#039; A trooper carrying an icon, meaning they get the APL boosts to capping points as well as a gun. Rather than planting the icon like others in their place, this icon bearer can let nearby operatives using Cult Ambush for re-rolls to re-roll any hit dice, making for a massive step up. However, this means that their usefulness tapers off after the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Sanctus Sniper (Marksman):&#039;&#039;&#039; The long-ranged assassin version of the Sanctus. Their sniper is a pretty simple one, with Silent and MW3 to make it way stronger on crits. On top of that, you&#039;ve got special actions to improve that rifle. One just makes it Lethal 5+ to more easily trigger those MWs, while the other lets the Sanctus see through cover, Obscured foes, and even smoke grenades. So long as they can focus on shooting down targets, they&#039;ll be the most dangerous guns you&#039;ll see.&lt;br /&gt;
*&#039;&#039;&#039;Sanctus Talon (Combat, Scout):&#039;&#039;&#039; The stabby Sanctus, given only a bio-dagger with a pretty mighty crit with Lethal 4+ and Stun as well as dealing enough damage to almost immediately kill enemy guardsmen. Using its unique action adds on Brutal and Balanced on the dagger, making those hits practically guaranteed.&lt;br /&gt;
**To compensate its lack of a gun, this Sanctus becomes way more mobile. They can charge despite using the Conceal action and can always Dash away after fighting, letting them be a consistent hit-and-run menace.&lt;br /&gt;
&lt;br /&gt;
===WB Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Crossfire (1 CP):&#039;&#039;&#039; The big gift from 9E. If an operative shoots an enemy but doesn&#039;t kill them, the enemy gets a Crossfire token. Any other operatives that try to shoot this enemy on the same turn can immediately score one hit without rolling.  Want to soften up an enemy before firing the heavy gunner at them? Need to expose a priority target for your Sanctus Sniper? Time to crack this ploy open.&lt;br /&gt;
*&#039;&#039;&#039;Meticulous Plan (1 CP):&#039;&#039;&#039; Any time your {{W40kKeyword|Neophyte}} operatives are activated with the Conceal order, they take a 1 AP discount on any objective actions, including Pick Up. If it sounds too good to be true, then the rub is that it can only be used once. Make that use count.&lt;br /&gt;
*&#039;&#039;&#039;One with the Shadows (1 CP):&#039;&#039;&#039; When an enemy tries to target any of your operatives while using the Conceal order, any light terrain will count as Obscuring. You&#039;ll definitely be making use of this to keep your troops alive because they&#039;ll otherwise be folding pretty quick.&lt;br /&gt;
*&#039;&#039;&#039;Writhing Ingress (1 CP):&#039;&#039;&#039; Place a marker within 1&amp;quot;/triangle of a piece of terrain 1&amp;quot;/triangle thick. Your operatives can now walk through this piece of terrain as long as they get about 1&amp;quot;/triangle of the marker, providing you a perfect escape route or shortcut to a prime ambush venue.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Coiled Serpent (1 CP):&#039;&#039;&#039; When an operative switches from Conceal order or Engage order and attack, one hit can be turned into a crit. This will be the one your leader will be exploiting to save CP, as it allows for your guns to be more effective.&lt;br /&gt;
*&#039;&#039;&#039;Hiding (1 CP):&#039;&#039;&#039; When setting up operatives, you can hide up to two of your operatives in reserves. These hidden operatives become GA1 (sorry, no surprise couples of Brood-Adepts for you) and can be activated, letting them suddenly arrive anywhere within 6&amp;quot;/pentagon from your DZ and over 3&amp;quot;/square from any enemy operative. These operatives count as having moved and can now continue their turns as you wish. You can only use this once, and the operatives need to be deployed on the first turn or else be killed, which forces you to make sure that they get in position immediately.&lt;br /&gt;
*&#039;&#039;&#039;Slink Into Darkness (1 CP):&#039;&#039;&#039; One operative can switch from Engage order into Conceal order after activating. This is a single-use ploy, so you&#039;ll only be able to use this for one surprise ambush like a Sanctus Talon or Locus.&lt;br /&gt;
*&#039;&#039;&#039;Unquestioning Loyalty (1 CP):&#039;&#039;&#039; When a {{W40kKeyword|Cult Agent}} or {{W40kKeyword|Leader}} is charged by the enemy, one non-{{W40kKeyword|Leader Neophyte}} operative within 3&amp;quot;/square can immediately charge that enemy, throwing bodies of your (relatively) more disposable Brood-Adepts to your enemies while your important characters can fight another day.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WB Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;WB Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing as this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing against this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===WB Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hearthkyn Salvagers (Gallowfall)==&lt;br /&gt;
===Why Play Hearthkyn Salvagers===&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
** Can easily be made using a box of Hearthkyn Warriors&lt;br /&gt;
** A lot of units can pick between either Autoch Bolters or Ion Blasters, giving the option of either re-rolls to hit or Crits breaching armor.&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
** Movement is limited.&lt;br /&gt;
** While you have quite mighty melee weapons, there&#039;s not a lot of support for them outside of your designated heroes.&lt;br /&gt;
&lt;br /&gt;
===HS Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Auto Calibrator (1 EP):&#039;&#039;&#039; One of the bearer&#039;s guns ignores all BS modifiers.&lt;br /&gt;
*&#039;&#039;&#039;Climbing Equipment (1 EP):&#039;&#039;&#039; Pretty standard fare, but needed for vertical maps. Treats the first 6&amp;quot;/3 circles of movement as 2&amp;quot;/one circle and treats any drop distance as halved. On top of this, they can climb to any level.&lt;br /&gt;
*&#039;&#039;&#039;Gravitic Concussion Grenade (2 EP):&#039;&#039;&#039; The Votann Frag Grenade, capable of blasting crowds with a slightly stronger crits.&lt;br /&gt;
*&#039;&#039;&#039;0-3 Excavation Tool (2 EP):&#039;&#039;&#039; When setting up barricades at the game&#039;s start, you can mark one pierce of Traversable terrain over 6&amp;quot;/pentagon of the enemy&#039;s DZ as terrain your operatives can walk through so longas they move through the marker for this terrain.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Knife (1 EP):&#039;&#039;&#039; The same one given to the Field Medic. Gives your troops a melee weapon that&#039;s a step up from their mere fists.&lt;br /&gt;
*&#039;&#039;&#039;0-1 Weavefield Crest (3 EP):&#039;&#039;&#039; Hearthkyn Theyn only. Any operatives within 3&amp;quot;/square of the Theyn get a 4++ save to better protect them from any form of AP.&lt;br /&gt;
&lt;br /&gt;
===HS Campaign Additions===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tac Ops&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Excavate:&#039;&#039;&#039; Gain a special action that lets your operative place an Excavation token when controlling an objective over 6&amp;quot;/pentagon from your DZ, with an AP discount if you picked up an Excavation Kit. You score 1 VP for claiming the token at the end of the game and a second if you end the game while carrying it.&lt;br /&gt;
*&#039;&#039;&#039;Rig Site:&#039;&#039;&#039; Gain a special 2 AP action that lets two operatives within 1&amp;quot;/triangle of a Vantage Point (with one on top of it) terrain piece more than 6&amp;quot;/pentagon of your DZ score a VP. Score another VP if you pull this off with a total APL of your operatives within 1&amp;quot;/triangle of the rig site beats that of the enemy.&lt;br /&gt;
**Considering that this requires two operatives to be unengaged to use properly, this is going to require a lot of setup and crowd control to avoid anything going wrong. &lt;br /&gt;
*&#039;&#039;&#039;Settle Grudges:&#039;&#039;&#039; Open a tally for every enemy you kill with a Grudge marker. You gain 1 VP for killing the second and third enemies with markers.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Wyrmblade Assassination&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Elimination Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Insidious Invasion&#039;&#039;: Finish five games where you scored VP from the Interloper, Capture Hostage &amp;amp; Infiltrate and Behind Enemy Lines Tac Ops. A lot of this requires footwork and making sure the enemy is distracted enough for you to finish your job.&lt;br /&gt;
#&#039;&#039;Eliminate Oppressor&#039;&#039;: Finish one last game where you win VP through the Mark for Assassination Tac Op.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op scores 1 RP and the operative that accomplished the final objective gets 5 XP. In addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Spec Ops - Clandestine Warfare&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Note - This counts as the Purge Order Spec Op for terms of repeating&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;Shadow Engagements&#039;&#039;: Finish five games where you scored VP from any of your faction-exclusive Tac Ops.&lt;br /&gt;
#&#039;&#039;Return to Cult&#039;&#039;: Finish one last game where you have at least one operative within the enemy&#039;s DZ and over 2&amp;quot;/square from any enemies by the game&#039;s end. This isn&#039;t an actual Tac Op, so you can decide how you want to accomplish it.&lt;br /&gt;
&lt;br /&gt;
Completing this Spec Op gives you 5 XP you can spread across all of your operatives while all of your operatives can auto-pass any casualty and recovery checks. In Addition, you get the option to either grab a piece of rare equipment or increase your asset cap by +1. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Honors&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Rugged Survivalist:&#039;&#039;&#039; Recover 1 wound each activation.&lt;br /&gt;
#&#039;&#039;&#039;Stubborn:&#039;&#039;&#039; Ignore all stat modifiers. This is quite awesome since this even negates the injured condition.&lt;br /&gt;
#&#039;&#039;&#039;Begrudging:&#039;&#039;&#039; When this operative has lost over half their wounds and attacks an enemy, that enemy counts as if they have an additional grudge token.&lt;br /&gt;
#&#039;&#039;&#039;Inveterate Toughness:&#039;&#039;&#039; Any damage that this operative suffers is capped at 4. Shrug off any instant-kill weapons like plasma and kraks.&lt;br /&gt;
#&#039;&#039;&#039;Void-Dredger:&#039;&#039;&#039; Any shooting attacks against enemies within 6&amp;quot;/pentagon of this operative gain No Cover.&lt;br /&gt;
#&#039;&#039;&#039;Honoured:&#039;&#039;&#039; Enemies don&#039;t gain a Grudge marker for killing this operative, but for inflicting the first injuries on them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Petition the Guild (2 RP):&#039;&#039;&#039; During a Spec Op, pick a random Recon or Security Tac Op. Once you score 5 VP from that Tac Op, you can gain a piece of Rare Equipment.&lt;br /&gt;
*&#039;&#039;&#039;Return to the Ancestor (1 RP):&#039;&#039;&#039; When an operative dies and fails recovery, they can be sacrificed to give a number of RP equal to their rank. Useless on absolute rookies, save it for when someone more significant is lost.&lt;br /&gt;
*&#039;&#039;&#039;Their Hearth Burns (1 RP):&#039;&#039;&#039; When an enemy kills one of your operatives, that operative now gains a lasting grudge against the enemy faction. Any attacks against this faction count as if they have an additional grudge token. The grudge is only settled once they kill three enemies of that faction or sacrifice d6 XP.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Assets&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Pan Spectral Scanner:&#039;&#039;&#039; Lets you re-roll to determine who is the attacker and who is the defender.&lt;br /&gt;
*&#039;&#039;&#039;Excavation Machinery:&#039;&#039;&#039; If you are the defender or picked the Fortify scouting option, you can move one piece of Heavy terrain within 3&amp;quot;/square of your DZ up to 3&amp;quot;/square in any direction.&lt;br /&gt;
*&#039;&#039;&#039;Supply Hold:&#039;&#039;&#039; You have double the equipment available in your stash. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rare Equipment&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;A Grudge Declared (3 EP):&#039;&#039;&#039; Once per game, you can pass up using a ploy to mark one enemy with a grudge.&lt;br /&gt;
#&#039;&#039;&#039;Darkstar Weapon (2 EP):&#039;&#039;&#039; One melee weapon gains Rending.&lt;br /&gt;
#&#039;&#039;&#039;Relic Plate (3 EP):&#039;&#039;&#039; When the bearer rolls for saves, they can re-roll one save.&lt;br /&gt;
#&#039;&#039;&#039;Right of Claim (3 EP):&#039;&#039;&#039; When the bearer is within 2&amp;quot;/circle of an objective, they add +1 to their Defense. Excellent for tanking extra punishment.&lt;br /&gt;
#&#039;&#039;&#039;Grav-Lift Platform (2 EP):&#039;&#039;&#039; A single-use item you can place on the 6&amp;quot;/pentagon of the bearer. Anyone who moves within 1&amp;quot;/pentagon of the platform gains the {{W40kKeyword|Fly}} keyword for the activation.&lt;br /&gt;
#&#039;&#039;&#039;Ion Expediter (3 EP):&#039;&#039;&#039; The bearer&#039;s Ion Pistol or Ion Blaster adds +1 to both damage stats.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HS Special Rules===&lt;br /&gt;
*&#039;&#039;&#039;GRUDGE:&#039;&#039;&#039; You&#039;re space dwarves, grudgin&#039;s your deal. Any time an enemy kills one of your operatives, the enemy gains a Grudge token. When attacking this enemy, you can use a token to turn a hit into a crit.&lt;br /&gt;
*&#039;&#039;&#039;Steady Advance:&#039;&#039;&#039; Your squats ignore all movement modifiers on account of their stubby legs.&lt;br /&gt;
&lt;br /&gt;
===HS Units===&lt;br /&gt;
The Recon/Security fireteam is composed of 10 of the following:&lt;br /&gt;
*1 Hearrthkyn Theyn&lt;br /&gt;
*9 of the following:&lt;br /&gt;
**0-9 Hearthkyn Warriors&lt;br /&gt;
**0-3 Hearthkyn Gunners&lt;br /&gt;
**0-1 Hearthkyn Dôzr&lt;br /&gt;
**0-1 Hearthkyn Field Medic&lt;br /&gt;
**0-1 Hearthkyn Grenadier&lt;br /&gt;
**0-1 Hearthkyn Jump Pack Warrior&lt;br /&gt;
**0-1 Hearthkyn Kinlynk&lt;br /&gt;
**0-1 Hearthkyn Kognitâar&lt;br /&gt;
**0-1 Hearthkyn Lokâtr&lt;br /&gt;
**0-1 Hearthkyn Lugger&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Theyn (Combat, Staunch, Marksman):&#039;&#039;&#039; Your average stuntie has the wound count of an average guardsman with that ever-valuable 3+ save, which means a lot for your leader. Even better is their ability to mark someone for a good Grudge each activation.&lt;br /&gt;
**The guns loadout for the Theyn is more than a little insane. The Autoch-Pattern Bolt Pistol and Bolter both provide the same damage and Ceasless, making the option for the pistol rather superfluous - at least the Bolt Revolver sacrifices Ceaseless for the bigger damage on a crit. The same issue is repeated with the Ion Blaster and Ion Pistol, as both get P1 and the same damage, and the pistol is pointless when the EtaCarn Plasma Pistol gets better crit damage and AP1 on all hits. &lt;br /&gt;
**Your melee weapons are thankfully less dense. The Concussion Gauntlet is your strongest weapon with &#039;&#039;Stun&#039;&#039; added, but it&#039;s a little unwieldy to wear with a 4+ WS. The Plasma Axe gives you a reliable 5/5 damage but the Plasma Sword has the odds for stronger crits thanks to Lethal 5+.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Dôzr (Combat, Staunch):&#039;&#039;&#039; Despite wearing void suits, this particular stuntie got the balls to take off the sleeves of this pressurized suit to instead wear knuckle dusters (called Concussion Knux cuz &#039;&#039;&#039;&#039;&#039;EXTREME&#039;&#039;&#039;&#039;&#039;). These knuckles aren&#039;t too shabby either, as they have 4/4 damage with Ceaseless and Lethal 5+ to more easily trigger Stun on a crit. Even better, fighting this bastard makes combat reinforcement shenanigans fall flat and can make one final swing before dying. &lt;br /&gt;
**Has a special action that knocks an adjacent enemy square/3&amp;quot; back and deals d3+1 MWs, with a 3 also robbing the enemy of 1 APL on their next activation. For this reason, it would be a nice trick to keep the Dôzr close to any key operatives when near a melee-heavy force and act as their bouncer.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Warrior (Staunch, Marksman):&#039;&#039;&#039; Your workaday squat is pretty tough with 7 wounds and a 3+ save, which puts them a little above a guardsman if not for their slow two circles/4&amp;quot; movement. Uniquely, every Warrior (as well as many other operatives without bespoke weapon choices) has the option between an Autoch-Pattern Bolter and an Ion Blaster. The difference between the two rests upon how much you value the reliability of Ceaseless over the potential armor-punching power of P1.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Gunner (Staunch, Marksman):&#039;&#039;&#039; Gives you your variety of heavy guns. The EtaCarn Plasma Beamer is high-powered with AP2 while Beam makes any crits makes it draw a line to hit another enemy in it for d3 MWs. The HYLas Auto Rifle gives you something pretty decent with Relentless and Rending while the HYLas Rotor Cannon is a Heavy gun with Ceaseless and Fusillade to cover the field while Scan ignores obscuration. The L7 Missile Launcher has two firing modes, one being a crowd-covering Blast while the other&#039;s a high-powered AP1 shot. The Rail Rifle gives a high-powered gun, getting AP2 and MW2 on crits, but Unwieldy makes it unable to be used in Overwatch.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Grenadier (Staunch, Scout):&#039;&#039;&#039; Not only do they get a Gravitic Concussion Grenade, they also get a single-use C8 HX Grenade for a more direct if short-ranged explosive. They also have a special utility grenade they can set up anywhere within 6&amp;quot;/pentagon to set up a 3&amp;quot;/square bubble with one of three effects: Either operatives need to spend an additional 2&amp;quot;/circle to move through it, forces all guns to suffer Range 6&amp;quot;/pentagon (which means nothing for any pistols equipped), or forces any objective actions to spend an additional AP to pull off.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Field Medic (Staunch, Scout):&#039;&#039;&#039; Your resident healer, complete with the keyword. They can heal nearby operatives of 2d3 wounds or resurrect a downed operative before sending them scurrying. Their Plasma Knife is as effective as their Bolt Revolver, so you&#039;re not likely to excel in any one area over the other. &lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Jump Pack Warrior (Combat, Scout):&#039;&#039;&#039; A bit of an oddity, as the squats never had such an ability to wear jump packs before. Mobility can be quite handy since your Kin got stubby legs - especially when you spend 2 AP to make a mad dash across the board in a straight line, moving 12&amp;quot;/2 pentagons. The jump pack also gives a bit of momentum as charging gives their Plasma Axe the Brutal rule, which can do a lot for their alpha-strike potential.&lt;br /&gt;
**Curiously has a set of climbing gear it can lay out for his fellow Kin. Since this guy doesn&#039;t really need anything of the sort, they can lay it out on any vantage point they&#039;re near so others can climb up to join them.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Kognitâar (Staunch, Scout):&#039;&#039;&#039; An Ironkin Warrior wielding a dataslate. During the Strategy phase, you can turn down using a ploy to instead lay down an Attack or Defend token anywhere on the board - Attacking enemies within 3&amp;quot;/square of an Attack token can re-roll a hit roll, friendly units within 3&amp;quot;/square of a Defend token can re-roll a save. This requires quite a bit of setup to work properly, but you fortunately get a special action to reposition the token if you need it.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Kinlynk (Staunch, Scout):&#039;&#039;&#039; This particular warrior has their own special vox relay system to feed AP to friendly Kin within 6&amp;quot;/pentagon of them. On top of this, you can also use those comms to jam up enemies, blocking an operative from acting until everyone else has. Great for denying an enemy their key player since this power only requires LOS.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Lokâtr (Staunch, Scout):&#039;&#039;&#039; Warrior wearing a wrist-mounted scanner. They mess a lot with the pregame setup, denying the enemy movement from using Recon for a scouting option as well as denying the enemy the ability to deploy outside of their DZ. They also get a special action to deploy a Scan marker on the board - any attacks against enemies within 3&amp;quot;/square of the token gain No Cover.&lt;br /&gt;
*&#039;&#039;&#039;Hearthkyn Lugger (Staunch):&#039;&#039;&#039; Because someone had to be the pack-mule for the squad. Not only do they get to perform objective actions at a 1 AP discount, but they also get 5 EP worth of extra gear. On top of that, they have an endless bag of wargear, letting an operative within 1&amp;quot;/triangle change their loadout to anything you need. While this won&#039;t do anything for any special equipment, this does give you the means to switch things up on the enemy.&lt;br /&gt;
&lt;br /&gt;
===HS Ploys===&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Need Keeps (1 CP):&#039;&#039;&#039; Mark one objective. Your operatives count their APL as one higher in terms of capping it, so you can edge out rivals from capping a point.&lt;br /&gt;
*&#039;&#039;&#039;Proximate Firepower (1 EP):&#039;&#039;&#039; +1 to the BS of any operatives that shoot within 6&amp;quot;/pentagon of them. Pretty much a no-brainer for any pistols you take.&lt;br /&gt;
*&#039;&#039;&#039;Toil Earns (1 CP):&#039;&#039;&#039; Mark one objective. Enemies within 3&amp;quot;/square of that objective gain a Grudge token. Great for helping you blast a key unit off a point.&lt;br /&gt;
*&#039;&#039;&#039;Wrought Defense (1 CP):&#039;&#039;&#039; Whenever your operatives roll for saves, rolling a critical save lets you also turn one failed save into a pass.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tactical Ploys&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;The Ancestors are Watching (1 CP):&#039;&#039;&#039; When one uninjured operative is activated, they can make a free Fight or Shoot action to lay on the aggression.&lt;br /&gt;
*&#039;&#039;&#039;Hardy (1 CP):&#039;&#039;&#039; One operative can degrade a critical hit they suffer into a basic hit, though any crit effects will still go through. Don&#039;t run into meltas, don&#039;t think yourself immune to snipers.&lt;br /&gt;
*&#039;&#039;&#039;Rampart (1 CP):&#039;&#039;&#039; Use during the Deployment step. You can either take the Fortify scouting option on top of whatever you already picked, make one piece of Light terrain within 3&amp;quot;/square of your DZ into Heavy terrain or turn one Light barricade you set up into a Heavy barricade.&lt;br /&gt;
*&#039;&#039;&#039;Worth It (1 CP):&#039;&#039;&#039; Lets an operative perform a free mission action before they die. Of course, this is only worth using if you aren&#039;t using a Tac Op that requires you to pick up something.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HS Strategies===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;HS Strategies:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing as this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Counterplay:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Strategies for playing against this faction go here&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===HS Example Teams===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Standard Kill Teams&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Talons_of_the_Emperor&amp;diff=1011673</id>
		<title>Warhammer 40,000/9th Edition Tactics/Talons of the Emperor</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Talons_of_the_Emperor&amp;diff=1011673"/>
		<updated>2026-05-20T16:12:24Z</updated>

		<summary type="html">&lt;p&gt;185.220.101.166: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
&lt;br /&gt;
40k&#039;s beefiest supermen, [https://www.instagram.com/p/B-39B5ShMWw/?igshid=uli29i1ekrdz and played by Superman himself.] &lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for the tactics for the Emprah&#039;s BFFs for [[Horus Heresy|the big daddy problem clusterfuck]], you can find them [[Warhammer 40,000/Tactics/Talons of the Emperor (30k)|here]]&lt;br /&gt;
&lt;br /&gt;
This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Adeptus Custodes]]/[[Sisters of Silence]] tactics. [[Warhammer_40,000/Tactics/Adeptus_Custodes(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why play Talons of The Emperor ==&lt;br /&gt;
&lt;br /&gt;
Maybe you like gold, or perhaps you have the 30k version of the Custodes and don&#039;t want to pay for another army for use outside of Horus Heresy games. Maybe you want profiles for your basic infantry that make Terminators envious or maybe, just maybe, you just like the idea that nearly all of your dudes are &#039;&#039;&#039;extremely fucking hard&#039;&#039;&#039; to kill. &lt;br /&gt;
&lt;br /&gt;
In any case, the Adeptus Custodes function as &#039;&#039;the&#039;&#039; high-profile, multi-wound elite army, with absurdly strong profiles backed up by equally steep point costs. When even an all-Paladin Grey Knights force consistently fields larger armies than you, every lost model will be sorely felt. However, their innate resilience compensates for their low numbers, and if you play your cards right, you can pull off some crazy stuff even when you&#039;re outnumbered. Just watch out for [[Imperial Guard|horde armies]] that can pour enough dakka into you to force unsaved wounds, [[Orks|or tarpit your super-troops]] [[Tyranids|through sheer numbers]]. The 40k Custodes now have a proper Codex, complete with options in every slot- and Forge World finally released 40k rules for all their Legio Custodes units, which means grav-tanks, [[Contemptor-Galatus Dreadnought|uber-Dreadnoughts]], specialist long-range infantry (praise the Emperor!), disintegration cannons welded to spears, and arguably [[Orion Gunship|the most beautiful airborne unit in the whole game]].&lt;br /&gt;
&lt;br /&gt;
Overall, Custodes find their selves in a great spot at the start of 9th Ed. After a difficult few years of being worn down by increases in AP across the game (and especially by GW&#039;s favourite power armoured whiney children), the Custodes Psychic Awakening has given us better tools for survivability and damage output alike. This puts us in a strong position to grab the new meta by the balls and put our beautiful Golden Bananas were they where meant to be, with the rest of the Imperial Forces taking one from our huge golden throbbing members. The addition of the Sisters of Silence to their faction is both a perfect match with the fluff and a hard counter to the psychic shenanigans that could semi-reliably bypass their otherwise considerable resilience, and also acts as a cheap way to fill up your army without spending a shitload of points in the process. &lt;br /&gt;
&lt;br /&gt;
The current rules for the Custodes Forge World models can be found [https://www.forgeworld.co.uk/en-GB/Imperial-Armour-Compendium-2020-FW here]. There has not yet been an update to the rules for these models since the 9th edition codex was released, but points cost changes can be found [https://www.games-workshop.com/en-GB/warzone-nachmund-grand-tournament-mission-pack-2022-eng here].&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* You like anything close to this: golden armored [[Mary Sue|better than]] [[Deathwatch|the best of]] [[Space Marines|the best of the defenders of humanity]], with the genes of the [[emprah]] himself.&lt;br /&gt;
*You like running an army that, to whatever battlezone they deploy, the Administratum will immediately classify as a victory. Even before they get there. Even if they (somehow) lose. Oh yeah.&lt;br /&gt;
* You want to build, paint and transport an army consisting of about ~25 models total. This makes moving and understanding the game very easy.&lt;br /&gt;
* Your infantry are individually as tough as a hero compared to other armies: T5, 2+/4++, 3W is normal here!&lt;br /&gt;
*You want to have access to the toughest, non-named character in the game (T6, W7, 2+/3++/5+++)... We thought we&#039;d seen His mightiest. We thought we&#039;d witnessed the smashiest and fuckiest character in the game. Then, the War of the Spider raged and we were, oh, so wrong.&lt;br /&gt;
*Although not very [[SJW|diverse]], they have BEAUTIFUL models with nice armor and weapons.&lt;br /&gt;
* You&#039;re the personal bodyguards of the Emperor himself!&lt;br /&gt;
* Your guys are BIG! Even Marines look like Squats next to you!&lt;br /&gt;
* You want to play as Super Space Marines, but don&#039;t like the idea of playing [[Grey Knights|teamkilling]] [[Khornate Knights|psychopaths]], nor do you like those fancy-schmancy [[Primaris Marines|primary sues]].&lt;br /&gt;
* You want a shooty army without having them being vulnerable in assault or an assault army that is just as good at shooting. Custodes melee weapons usually come with the profile of a Relic Bolter. If they don&#039;t carry a gun, they will have access to some sort of firepower.&lt;br /&gt;
* Currently the only Imperium list with [[Jetbike|Jetbikes]]. Not [[Sammael|A Jetbike]], [[awesome|JETBIKES]]. Now Forgeworld has stopped moving at the pace of a [[Alcohol#Alcoholism|Space Wolf in his natural state]], we have access to two types of Jetbike!  Trouble is, jetbikes have to choose between being your best horde mulcher (hurricane bolter) or your only real answer for ranged anti-armor (salvo launcher).  &lt;br /&gt;
* You like Dreadnoughts, especially Contemptors? Custodes have some nasty walkers in their Terran garage.&lt;br /&gt;
* They have the biggest [[pauldrons]] you’ve ever seen!!!&lt;br /&gt;
* No psykers? No problem.&lt;br /&gt;
* Technically quite good for beginners due to very low model count and a playstyle which isn&#039;t exactly hard to master.&lt;br /&gt;
* Can be extremely easy to paint - gold undercoat, red capes, and plumes, silver weaponry. And it&#039;s not hard to make them look good either - Duncan has great tutorials on Custodes. &lt;br /&gt;
* It&#039;s not that expensive to build a Custodes army when compared to quite a few other factions (still expensive but every GW army is). 2000pts worth of Custodes will likely cost you less than a 2000pt Guard, Tau or Tyranid army as examples, and you will certainly save money on paint and glue and your dudes will take less than a quarter of the time to build and paint that a nid/guard/ork horde army would. &lt;br /&gt;
* The Legio Custodes units are finally unleashed upon the Dark Imperium. Of course, this comes [[Contemptor-Galatus Dreadnought|with]] [[Coronus Grav Carrier|all]] [[Telemon Heavy Dreadnought|the]] [[Caladius Grav-Tank|goodies]] [[Aquilon Terminator|that]] [[Orion Gunship|entails]].&lt;br /&gt;
*The Sisters of Silence provide you a very convenient means of interfering with psykers and taking them down.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*[[HERESY|You might get tired of gold after a while]] (in which case, start painting Shadowkeepers or Solar Watch instead).&lt;br /&gt;
*You will get tired of the Austin Powers jokes.&lt;br /&gt;
* You WILL get even more tired of the &amp;quot;Little Kitten&amp;quot; jokes.&lt;br /&gt;
*Every person and their neighbour is getting toughness 5 now, so your niche isn’t as special anymore.&lt;br /&gt;
*While the Custodes Forgeworld units are among the best in the game now they have rules, we can&#039;t be entirely sure that drug dealing alone will be enough to pay for things like the Orion and the Telemon. But hey, [[Adeptus Mechanicus|you only need one lung and one kidney to live.]] [[Dark_Eldar|Nobody said they have to be yours.]]&lt;br /&gt;
*Even a single lost model will hurt like hell, and even with your buffed version of Objective Secured you can expect to struggle in holding objectives.  Each FIGURE of your troops has roughly the points cost of a squad of guardsmen.&lt;br /&gt;
*Only three named characters and no real diversity to them (either 1 of 2 big guys that kick ass in melee or a terrifying woman that makes you wet yourself to look upon her) such as dreadnought or mounted units. There’s also no forge world HQ’s to make use of all the forge world goodies.&lt;br /&gt;
**Without an allied detachment or Forgeworld units, your anti-armor and long-range games are severely lacking. Not a huge problem for Custodes but using Allarus Terminators, Vertus Jetbikes and Contemptor Dreadnoughts to deal with TEQ heavy or mechanized armies can be quite expensive.&lt;br /&gt;
*On top of the anti-armor situation, the only armies you can expect to consistently outnumber use [[Warhammer 40,000/Tactics/Adeptus Titanicus (9E)|giant]] [[Warhammer 40,000/Tactics/Imperial Knights (9E)|robots]], and frankly both those match ups favor them over you.&lt;br /&gt;
*No psykers means no Deny the Witch. Sure, you have Aegis of the Emperor and some relics/strats that can mitigate damage, but you will want a dedicated Psyker defense. The Sisters of Silence can only deny using a stratagem, so you will need some other sort of psyker like an Inquisitor in order to have an effective counter to psykers.&lt;br /&gt;
* You might be considered [[That Guy]].&lt;br /&gt;
*Your Battle Plans are, for the most part, very basic and therefore easily predictable. The vast majority includes getting your Custodians up the pitch and into combat recklessly fast with no regard for actually holding Objectives. Of course, the only ultimate objective the Custodians care for in the fluff is saving old Emps, so what do you expect? Elaborate plans are for [[Tzeentch|pussies]].&lt;br /&gt;
*As you scroll through the unit analysis section, you might notice one major thing: this is the only army in the game where forge world units make up more than half of all available units (14 FW to 12 GW). As a result, practically the only way to make a pure Custodes list faintly competitive is to use Forge World, which is a problem if you’re poor like most of the editors of 1d4chan are. Hey! The sucker punch here, however, is that there are not yet forge world HQ variants of the forge world units. So no jet pack captain to deep strike with your jet packs. No uber jet bike captain to escort your uber jet bikes. And no terminator captain with the uber power Fist to lead your murderball of S10 destruction. It may be worth looking into asking a friend to print some models for you, or just getting a printer for yourself. Afterall, the cost of a single Orion Assault Dropship ($445 on Forgeworld) will more than cover the cost of getting a good resin printer.&lt;br /&gt;
**Some local store tournament organizers or puritan players may not allow Forge World units to be used in &amp;quot;official&amp;quot; games. This is highly subjective to your local competitive scene. Do note that official GW tournaments and any tournaments following the ITC ruleset decree that all currently supported Forge World units are fully legal for use.&lt;br /&gt;
*You will suffer against anything with decent invulnerability saves or damage reduction. Regardless of how good you are in combat, things like Wulfen and bike squads with TH/SS will gladly stay and fight you, or worse, chase you down. Fail one save and you&#039;re gone, while it might take two attacks from us to kill a multiple wound model. Custodes rely on high damage per hit to kill their targets, as opposed to armies like the Imperial Guard who rely on rate of fire. The good news is that your basic guns deal 2 damage, so while they can still knock a decent chunk of wounds off a target, they&#039;ll still be quite hard to stop. This only gets better in melee as you now have an eye-wateringly high number of attacks to add to high S and AP characteristics, essentially making you become the Imperial Guard Shooting Phase when in combat.&lt;br /&gt;
*While you &#039;&#039;can&#039;&#039; make a detachment comprised entirely of Sisters of Silence, you&#039;ll find that you get very little for your troubles aside from the bare essentials. Only a fraction of the stratagems can actually work for you, and your composition will be extremely limited with only one unit choice for each FOC slot.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
*&#039;&#039;&#039;Objective Secured:&#039;&#039;&#039; What allows the sisters of Silence to join a Custodes detachment without issues, permitting all the perks seen here and giving {{W40Kkeyword|Core}} {{W40Kkeyword|Adeptus Custodes infantry}} and {{W40Kkeyword|Anathema Psykana}} units ObSec, with the bananas counting as having an extra model for capping. Arks Of Omen introduces some rollbacks and changes, including adding ObSec to all Custodes Core infantry. &lt;br /&gt;
**An interesting shift here is that there are also benefits for a pure Sisters of Silence (barring {{W40Kkeyword|Agents of the Imperium}} and {{W40Kkeyword|Unaligned}} units, as well as Valerian) detachment, though it&#039;s only for the sake of giving those sisters ObSec. Sadly, they get much less.&lt;br /&gt;
*&#039;&#039;&#039;Aegis of the Emperor:&#039;&#039;&#039; The reason the Custodes are so damn hard to kill. Not only do they get a 4++, but they also get a 6+++ against mortal wounds, making sure they can tank most things they come across.&lt;br /&gt;
*&#039;&#039;&#039;Daughters of the Abyss&#039;&#039;&#039;: Sisters of Silence can &#039;&#039;never&#039;&#039; be targeted by any psychic power, friend or foe. Additionally, when not in a transport they force &#039;&#039;any&#039;&#039; {{W40kKeyword|PSYKER}}s to subtract 1 from all Psychic and Deny tests they take if a unit with this rule is within 18&amp;quot; of them. This stacks for each unit with the rule that&#039;s present up to a maximum of -3, so having enough Sisters of Silence near a unit will make psychic tests practically impossible for them. In addition, they gain a +1 to wound enemy {{W40kKeyword|PSYKER}}s and {{W40kKeyword|DAEMON}}s, giving them a bit of an edge against Chaos Daemons.&lt;br /&gt;
**If you have a hate-boner for your friend playing a psyker-heavy army, include an auxiliary detachment with an indomitus crusader librarian and take the reliquary of Gathalamor. -4 to psychic test and 50% chance of d3 mortal wounds on a failed psychic ability means they will be SMITING THEMSELVES.&lt;br /&gt;
** Negative to cast modifiers also make it easier for you to Deny the Witch through e.g. the Impregnable Mind WT or Empyric Severance strat, as it becomes easier to beat their total and cancel their power.&lt;br /&gt;
**Since you also debuff their Denies, you can use Sisters to [[wat|buff an allied caster&#039;s casting]], although [[derp|you haven&#039;t got any in Sisters or Custodes directly, of course]].&lt;br /&gt;
*&#039;&#039;&#039;Emperor&#039;s Legion:&#039;&#039;&#039; The big issue dealing with the Sisters. You can&#039;t have more Sisters of Silence units in the Troops and HQ slots than you do Custodes units. It also blocks the Knight-Centura from being your Warlord when in a Custodes detachment, limiting her value.&lt;br /&gt;
*&#039;&#039;&#039;Host of Heroes:&#039;&#039;&#039; You can only have one of each Shield-Captain model (Standard, Terminator, and Jetbike) in your detachment.&lt;br /&gt;
*&#039;&#039;&#039;Watchers of the Throne:&#039;&#039;&#039; When accounting for Look Out, Sir, Custodes infantry and jetbikes units count as having twice as many models in their units, allowing your troops to act as a walking golden wall for your captain.&lt;br /&gt;
&lt;br /&gt;
===Martial Ka&#039;tah===&lt;br /&gt;
A sort-of equivalent of the Space Marine Doctrines, you get to select three different ka&#039;tahs (a set of two stances) in an order you assign (1, 2, 3) that you can transition to throughout the battle.  Each Command Phase you must pick a stance if possible, subject to these rules:&lt;br /&gt;
* You must start with a stance from Ka&#039;tah 1.&lt;br /&gt;
* You can&#039;t pick a stance you&#039;ve already picked.&lt;br /&gt;
* Once you pick a stance from a different Ka&#039;tah than the one from your previous turn, you can&#039;t return to that Ka&#039;tah.&lt;br /&gt;
* You can&#039;t pick a stance from Ka&#039;tah 3 until you&#039;ve picked one from Ka&#039;tah 2.&lt;br /&gt;
&lt;br /&gt;
This means the fastest you can exhaust your Ka&#039;tahs is a stance from Ka&#039;tah 1 on Turn 1, then from 2 on 2 and 3 on 3, so Turn 4 you have no stance (nor do you on Turn 5).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Calistus:&#039;&#039;&#039; A mobility-focused style, which you&#039;ll likely be running for the first turn or two. The first stance lets you roll two dice and drop one when advancing, allowing you to cover ground immediately and cap objectives. The second stance allows any units that move normally or advance count as stationary in the Shooting phase, letting you unleash all your firepower even after capping points.&lt;br /&gt;
*&#039;&#039;&#039;Conservai:&#039;&#039;&#039; The defensive style, but its value varies heavily upon which objectives you pick. The first stance allows your units to perform objective actions after advancing or falling back, which will see use based on what your objectives are. The second stance allows your units to shoot while performing actions without issue.&lt;br /&gt;
*&#039;&#039;&#039;Dacatarai:&#039;&#039;&#039; This style focuses upon keeping foes at an arm&#039;s length and handling crowds. The first stance makes engaged enemies suffer a -2&amp;quot; penalty to any consolidation or pile-in moves they make, useful for keeping away cultists and guardsmen but maybe less gaunts.  The second stance gives you an optional ability you can use each time the unit fights, granting +1A/model but setting D to 1 for all melee weapons in the unit for that entire fight (so you can choose the ability or not each time the unit is selected to fight, in other words) to better handle mobs with less overkill. Also a straight-up buff against any armies that have &amp;quot;reduce damage by 1&amp;quot; rules, like Death Guard, assuming you were using D2 melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Kaptaris:&#039;&#039;&#039; The style made to trap enemies in combat by pretending you&#039;re a [[Dark Eldar]] [[Wyches|Wych]]. The first style makes enemies unable to re-roll to hit your custodians in melee, flat-out negating captains and various stratagems. The second style lets you and your opponent roll a d6 whenever an enemy unit that&#039;s not a {{W40kKeyword|monster}} or {{W40kKeyword|vehicle}} wants to fall back from your {{W40kKeyword|Infantry}} units, adding +1 to the enemy&#039;s roll if they can {{W40kKeyword|fly}}. If you win, the enemy can&#039;t retreat and you get to whale on them for another turn.&lt;br /&gt;
*&#039;&#039;&#039;Rendax:&#039;&#039;&#039; The style made for killing big things. The first stance makes any natural 6s to hit an enemy {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}} automatically wound (since you&#039;re WS2+ BS2+, this the same thing as saying 1/5 of your hits automatically wound). The second stance gives you +1S if you charge, heroically intervene, or get charged by an enemy {{W40kKeyword|Vehicle}} or {{W40kKeyword|Monster}}, meaning you really want to be S7 or S8 base when this goes off - try not to be S5, and if you&#039;re S6, you shouldn&#039;t have bothered with this stance, period.&lt;br /&gt;
*&#039;&#039;&#039;Salvus:&#039;&#039;&#039; The Dakka&#039;tah, as it were. The first stance gives all models a +4&amp;quot; boost to the range of their guns. The second stance lets {{W40Kkeyword|Infantry}} units that &amp;lt;strike&amp;gt;didn&#039;t move&amp;lt;/strike&amp;gt; didn&#039;t advance and aren&#039;t engaged fire their Auric weapons twice, which accounts for pretty much all of the major weapons like the spears and axes.&lt;br /&gt;
&lt;br /&gt;
==Shield Hosts==&lt;br /&gt;
As with any other sub-faction, selecting a certain {{W40kKeyword|&amp;lt;Shield Host&amp;gt;}} gives you access to the Warlord Trait, Relic, and stratagem exclusive to them. However, they also have a Shield Host Fighting Style, adding two faction traits and the ability to trigger both stances of a certain ka&#039;tah favored by the shield host, though you count as only using one of them.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#D4AF37;&amp;quot;&amp;gt;Aquilan Shield&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
It is His Will that His servants shall be protected.&lt;br /&gt;
&lt;br /&gt;
As their name suggests, these are the tankiest of the Custodes. Their traits help them shrug off gunfire like nothing while plodding forward as an invincible gunline, a golden tide made to shatter the opposition.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shield Host Fighting Style - &#039;&#039;Gilded Guardians:&#039;&#039;&#039;&#039;&#039; All units can perform heroic interventions despite not being characters. The more interesting trait allows them to treat any AP-1 attacks as AP0, forcing the opposition to pull out the big guns if they hope to take down your boys. &#039;&#039;It would be better if people didn&#039;t already use tons of ap-2 due to [[Space Marines|certain]] [[Death Guard|armies.]]&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Revered Companion:&#039;&#039;&#039;&#039;&#039; Halves damage taken by the Warlord. With the Auric Aquilas and Eagle&#039;s Eye nerfed defensively, this becomes your single way to becoming a tank on legs.&lt;br /&gt;
*&#039;&#039;&#039;Relic - &#039;&#039;Praesidius&#039;&#039;&#039;&#039;&#039;: Replaces a praesidium shield. -1 to Wound rolls that target the bearer, which will be necessary since this forces your hero to use the short-ranged sentinel sword.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Shield of Honour (1 CP):&#039;&#039;&#039;&#039;&#039; &amp;quot;Imperium Character &amp;lt;3&amp;quot; the stratagem. During the enemy&#039;s shooting phase, they cannot target one selected {{W40kKeyword|Imperium Infantry Character}} while they&#039;re within 6&amp;quot; of any {{W40kKeyword|Aquilan Shield Core}} units. Take a look at the keywords mentioned for your charge. This means that this can protect even inquisitors, giving you one of the few venues for ensuring the safety of your allies.&lt;br /&gt;
*&#039;&#039;&#039;Favored Ka&#039;tah - &#039;&#039;Salvus:&#039;&#039;&#039;&#039;&#039; While there&#039;s nothing that directly synergizes with the shield host&#039;s traits, the fact that they can sit still and ignore all but the worst guns while blasting the enemy without remorse does make for a decent insurance policy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#D4AF37;&amp;quot;&amp;gt;Dread Host&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
It is His Will that His enemies shall be annihilated.&lt;br /&gt;
&lt;br /&gt;
The most relentless of the shield hosts. These are the most aggressive of the lot and thus require getting stuck in immediately. Fortunately, they have a means of getting there without an issue.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shield Host Fighting Style - &#039;&#039;Instruments of the Emperor&#039;s Wrath:&#039;&#039;&#039;&#039;&#039; Any attacks your units make at enemies within 9&amp;quot; improve their AP by 1 (which means more than anyone else, you should always take Axes over Spears) and they can re-roll charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;All-Seeing Annihilator:&#039;&#039;&#039;&#039;&#039; Pick a friendly {{W40kKeyword|Dread Host Core}} unit within 6&amp;quot; of the warlord during the command phase. A natural 6 on a hit roll scores one additional hit, which can help you crack the enemy open a little faster.&lt;br /&gt;
**RAW, the ability affects ALL attacks, both shooting and melee. Therefore it greatly benefits units that can dish out good damage in multiple phases, like Venatari, talons + stormbolter Aquilons or bikes. Combined with Dacatarai and the good unit, it&#039;s an excellent tool to deal with hordes.&lt;br /&gt;
*&#039;&#039;&#039;Relic - &#039;&#039;Admonimortis:&#039;&#039;&#039;&#039;&#039; Replaces a Castellan Axe. The gun part&#039;s now upped to S5 AP-1 D2, with the melee bit being S+3 AP-3 D3. While the axe isn&#039;t much stronger against monsters, it remains perfect to reliably hunt down characters or monsters.&lt;br /&gt;
**This is upped to AP-2 (shooting within 9&amp;quot;) and AP-4 in melee. Compared to the other relics, it has the most damage, and it&#039;s AP-4 compared to the AP-5 the EC get, but AP-5 can be a tad excessive&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;The Golden Light of the Moiraides (2 CP):&#039;&#039;&#039;&#039;&#039; Use during the movement phase after deep-striking a {{W40kKeyword|Dread Host}} unit. This unit can charge without fear of overwatch or setting to defend and all attacks against them take -1 to hit. Tired of turning up and having your best units shot to shit without getting into combat? So are we, and apparently so are GW. This strat is well worth the investment. Especially when you consider that your traits let you re-roll a charge, this can turn a decent unit which can be destroyed by enemy fire into a match winning rape train from NOWHERE.&lt;br /&gt;
**This gives you one of your Warlord Traits (-1 to hit), if only for a turn. Lets you put the Warlord trait elsewhere since the malus to hit is capped at -1, and gives you the piece of mind to double-up on the Smashfucker build. &lt;br /&gt;
*&#039;&#039;&#039;Favored Ka&#039;tah - Dacatarai:&#039;&#039;&#039;&#039;&#039; This is the mob management ka&#039;tah, so the AP improvement can be handy when used properly. Using both stances allows you to hack through crowds a little faster, with your charge buff making sure you can actually get stuck in immediately. The extra Attack is also a slight but much needed buff against units reducing the Damage value of your D2 weapons, so it&#039;s a good ka&#039;tah to have in your roster in many situations.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#D4AF37;&amp;quot;&amp;gt;Emissaries Imperatus&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
It is His Will that His voice shall be heard.&lt;br /&gt;
&lt;br /&gt;
While their role is not apparent on the outset, the Emissaries do contain a few nice tricks in order to weather debuffs a little better than other custodians.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shield Host Fighting Style - &#039;&#039;Heralds of the Throne:&#039;&#039;&#039;&#039;&#039; All of your units fight first and can ignore any penalties to hit or wound. Considering the numbers you&#039;ll have, they&#039;ll need that advantage to take down the enemy before suffering any costly losses.&lt;br /&gt;
**Do remember that things like Transhuman Physiology and other rules preventing you from hitting/wounding on specific results aren&#039;t affected by this ability.  &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Voice of the Emperor&#039;&#039;&#039;&#039;&#039;: Improves the range of any other auras by +3&amp;quot;. This also provide a separate aura (Already set at 9&amp;quot;) that provides +1 Leadership for friendly {{W40kKeyword|Adeptus Custodes}} and {{W40kKeyword|Anathema Psykana}} units.&lt;br /&gt;
*&#039;&#039;&#039;Relic - &#039;&#039;Halo of the Torchbearer:&#039;&#039;&#039;&#039;&#039; Provides a small 3&amp;quot; bubble for support and debuffs. Friendly {{W40kKeyword|Emissaries Imperatus}} units can ignore all penalties to movement, advance rolls, and charge rolls. During the fight phase, roll a d6 for any enemy units in this bubble; on a 4+ that unit suffers a mortal wound or d3 mortal wounds if the unit has a Leadership of 7 or less.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Into the Darkness (2/3 CP):&#039;&#039;&#039;&#039;&#039; Pick one {{W40kKeyword|Emissaries Imperatus Core}} unit before the start of the games. This unit can make a normal move so long as they&#039;re at least 9&amp;quot; away from the enemy, which is very helpful for getting started with the fight. Costs 2 CP for a unit with 3 or fewer models, but costs 3 CP if the unit has 4+ models.&lt;br /&gt;
*&#039;&#039;&#039;Favored Ka&#039;tah - &#039;&#039;Conservai:&#039;&#039;&#039;&#039;&#039; Let&#039;s be honest - despite the theming of activity while advancing or falling back, your odds of using this hinge heavily upon actually using objective actions. If you use them, you&#039;ll have plenty to work with, blasting the enemy while capping points. Otherwise, it&#039;s a waste.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#D4AF37;&amp;quot;&amp;gt;The Emperor&#039;s Chosen&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
It is His Will that His Palace shall be guarded.&lt;br /&gt;
&lt;br /&gt;
The generic Custodes faction, unique in that it has actual traits rather than providing custom traits to pick up piecemeal. This makes you something of a well-rounded army. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shield Host Fighting Style - &#039;&#039;Magna Imperator:&#039;&#039;&#039;&#039;&#039; Each unit can re-roll one hit &#039;&#039;or&#039;&#039; wound roll when fighting or shooting and each model has a 4+++ against mortal wounds.  That means you want as few attacks per unit as possible, as well as caring less about Strength and more about AP and Damage - e.g. you field some of the best Sentinel Blades going, since you actively don&#039;t mind losing the Misericordia attack and S6 vs S8 is significantly less of a downside for you.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Auric Exemplar:&#039;&#039;&#039;&#039;&#039; After the warlord fights, they can attack an additional number of times equal to how many models they just killed, up to a maximum of 4 attacks. &lt;br /&gt;
**If you bought the Vertus Captain-Commander with Tip of the Spear, the buff stays up, so congrats!  Fierce Hunter, on the other hand, &#039;&#039;won&#039;t&#039;&#039; apply a second time, as the model isn&#039;t selected to fight again, it just makes more attacks.  Fierce Hunter is just bad compared to Tip of the Spear to begin with, but if you have this WT, smack yourself every time you contemplate Fierce Hunter.&lt;br /&gt;
**Before putting it on a Hurricanis-dedicated Blade Champion because 8 extra attacks after [[Rape|mowing down a horde sounds like a lot of fun]], remember that bonus Attacks generated during combat don&#039;t benefit from rules providing multiple hit rolls or extra hits; your Champion will never get more than 4 of those S5 AP-1 swings. It can be situationally useful though when engaging multiple units like a horde and a character, but the odds are fairly low.  On the other hand, you can and should simply change profiles with this combo, as you pick a profile every time you pick your targets.&lt;br /&gt;
*&#039;&#039;&#039;Relic - &#039;&#039;Paragon Spear:&#039;&#039;&#039;&#039;&#039; Replaces a guardian spear. While the gun merely gets upped to S5 AP-1 D2, the spear becomes a &#039;&#039;monstrous&#039;&#039; S+3 AP-5 D2, putting the castellan axe to shame as a beatstick. If you&#039;re looking to find someone to kill an enemy hero without fail, this is just the thing for the job. Just stay away from units with this obnoxious -1 Damage, as your high Strength and AP won&#039;t help when your Damage output is halved.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Esteemed Amalgam (1 CP):&#039;&#039;&#039;&#039;&#039; One {{W40kKeyword|Emperor&#039;s Chosen}} unit can replace their Shield Host Fighting Style with that of another Shield Host until the next command phase. &lt;br /&gt;
**This stratagem alone makes the Emperor&#039;s Chosen one of the most powerful Shield-Hosts, and the most versatile by a mile. While temporarily nerfed for a time it is now useable multiples times in a battle. Returning Emperors Chosen to the most versatile shield host.&lt;br /&gt;
*&#039;&#039;&#039;Favored Ka&#039;tah - &#039;&#039;Rendax:&#039;&#039;&#039;&#039;&#039; This is a bit unusual for a favored stance, though it&#039;s likely because this is the only one another shield host didn&#039;t already claim. That said, monsters and vehicles are likely the biggest threats against your bananas, being something that likely won&#039;t go down in one round of fighting.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#D4AF37;&amp;quot;&amp;gt;Shadowkeepers&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
It is His Will that His secrets shall be kept.&lt;br /&gt;
&lt;br /&gt;
The Shadowkeepers are a legion dedicated to hunting down and overwhelming the foe. Their particular traits let them strip away any illusions of safety that the enemy might have, and their favored martial ka&#039;tah traps enemies in unwinnable situations.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shield Host Fighting Style - &#039;&#039;Wardens of the Dark Cells:&#039;&#039;&#039;&#039;&#039; Your troops can re-roll wound rolls against enemy {{W40kKeyword|Characters}} and when Engaged with an enemy unit, every model in that unit suffers -1A (minimum 1). The errata had turned the attack penalty to affect any units they&#039;re engaged, giving you a bit more use out of having a unit tied up by multiple enemies.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Lockwarden:&#039;&#039;&#039;&#039;&#039; The warlord&#039;s attacks against enemy {{W40kKeyword|Character}}s bypass any invulns they have, which does great for knocking out daemon princes, smash captains, and anything in between.&lt;br /&gt;
**Do note that &#039;&#039;all&#039;&#039; of your attacks ignore invulnerable saves, including your shooting. Sure, you will have a hard time sniping an enemy character if it&#039;s correctly protected, but think of the sweet slaughter a salvo launcher or Obliteratum could make if you manage to get a clean shot...&lt;br /&gt;
**RAW, Daemon Saves aren&#039;t invulns and can&#039;t ever be modified/ignored; only the GK have a rule that specifically mentions Daemon Saves, and that was added in the 2023 Q1 FAQ update, but no distinction was made for this trait.&lt;br /&gt;
*&#039;&#039;&#039;Relic - &#039;&#039;Stasis Oubliette:&#039;&#039;&#039;&#039;&#039; Select one enemy unit in engagement range of the bearer at the start of fight phase. This unit always fights last.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Grim Responsibility (1 CP):&#039;&#039;&#039;&#039;&#039; Enemy attacks suffer -1S when targeting a non-{{W40kKeyword|vehicle}} {{W40kKeyword|Shadowkeepers}} unit.&lt;br /&gt;
**Makes you nonsensically resilient to S3 fire but also protects you from S5 and S6 fire, which you likely care more about. Sadly, this doesn&#039;t do anything for your dreads anymore.&lt;br /&gt;
*&#039;&#039;&#039;Favored Ka&#039;tah - &#039;&#039;Kaptaris:&#039;&#039;&#039;&#039;&#039; A vicious combo with the Shadowkeeper&#039;s fighting style, as the enemy has even less of a chance to escape your onslaught. Not only are they losing attacks, but triggering both stances robs them of re-rolls and makes retreat even tougher.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#D4AF37;&amp;quot;&amp;gt;Solar Watch&amp;lt;/span&amp;gt;===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
It is His Will that His skies shall be defended.&lt;br /&gt;
&lt;br /&gt;
The mobile faction. Where some focus on either shooting or moving, these custodians can strike while retreating without missing a beat.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Shield Host Fighting Style - &#039;&#039;Talon Sortie:&#039;&#039;&#039;&#039;&#039; All units add +1 to their advance rolls while those with the Implacable Vanguard ability (jetbikes) can move an additional 1&amp;quot; (7 total) on an advance. All units can also charge after falling back.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Sally Forth:&#039;&#039;&#039;&#039;&#039; During the charge phase, pick one {{W40kKeyword|Solar Watch Infantry}} unit within 6&amp;quot; of the warlord. This unit can charge after advancing. This makes your Guard and Warden squads more viable on foot, as they can shoot and fight after advancing without any issues. You&#039;re still going to want a transport or deep strike, though. &lt;br /&gt;
**While it&#039;s tempting to put it on a Jetbiker, you&#039;re better of building them as Smashfucker or to support Praetors. This has more synergy with a Swift-as-the-Eagle Captain-Commander, who can also charge-after-advancing. &lt;br /&gt;
*&#039;&#039;&#039;Relic - &#039;&#039;Swiftsilver Talon:&#039;&#039;&#039;&#039;&#039; Replaces a guardian spear. S+2 AP-4 D2 in melee and S4 AP-2 D2 shooting, making it a bit better, but not by much. It also allows the bearer to fire and shoot even if he made Advance or Fall Back this turn, which is what you really want.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Eagle Strikes (1 CP):&#039;&#039;&#039;&#039;&#039; After enemy Character is destroyed, the {{W40kKeyword|Solar Watch}} unit that killed them gains a permanent -1 to all combat attrition checks.&lt;br /&gt;
*&#039;&#039;&#039;Favored Ka&#039;tah - &#039;&#039;Calistus:&#039;&#039;&#039;&#039;&#039; As the mobility-based faction, it only makes sense that this is the favored ka&#039;tah. Combining these allows your forces to move even faster and immediately open fire at full capacity once there.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Arcane Genetic Alchemy (1/2 CP):&#039;&#039;&#039; Transhuman Physiology, but for Custodes. Whenever an {{W40kKeyword|Adeptus Custodes INFANTRY}} unit is attacked, this makes it so that they are only wounded on a 4, 5, or 6, foiling the use of high-strength weapons like plasma and meltas. Costs 1 CP for a unit of 3 models or less, but 2 CP otherwise. Nerfed in the April 2022 dataslate. &lt;br /&gt;
*&#039;&#039;&#039;Death Mark (1 CP):&#039;&#039;&#039; Pick one enemy unit before the game starts. Any units of Vigilators attacking this marked enemy can re-roll to hit.&lt;br /&gt;
*&#039;&#039;&#039;Praesidium Shieldwall (1 CP):&#039;&#039;&#039; Select a unit of Custodian Guard with praesidium shields during the fight phase, limiting you to swords. Any enemies attacking these guys will have to suffer a -1 penalty to hit, making them a bit more of a hassle to fight up front though they aren&#039;t as dangerous as the classic spears.&lt;br /&gt;
*&#039;&#039;&#039;Purgation Sweep (1/2 CP):&#039;&#039;&#039; During the shooting phase or when firing overwatch, a {{W40kKeyword|Witchseeker}} unit improves the strength of their flamers by 1.&lt;br /&gt;
*&#039;&#039;&#039;Slayer of Nightmares (1/2 CP):&#039;&#039;&#039; Pick a Custodes unit in the fight phase, they get +1 to wound roll if targeting something with higher Toughness than themselves. Never forget this one. Combined with a charging unit of bikes you can have your bikers hit on 2s and wound Knights on 3s.&lt;br /&gt;
** Costs 2 CP for a unit of 4+ models, otherwise it costs 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Sweeping Advance (1 CP):&#039;&#039;&#039; Allows an {{W40kKeyword|Adeptus Custodes Biker}} unit to consolidate an additional +3&amp;quot;, allowing them to tie up an enemy unit way faster.&lt;br /&gt;
*&#039;&#039;&#039;Talons of the Emperor (1 CP):&#039;&#039;&#039; Triggered after any time where an {{W40kKeyword|Adeptus Custodes}} unit fights or shoots. This allows you to pick one {{W40kKeyword|Anathema Psykana}} character and let them re-roll 1s to wound, providing a likely needed boost in order to take down a softened enemy. Unfortunately, this won&#039;t work the other way around, so you&#039;ll need to ensure that those sisters won&#039;t get crushed before they can benefit from this.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Earning of a Name (1 CP):&#039;&#039;&#039; When a nameless Custodes character kills an enemy character, that character can either take the trait of a shield host fighting style they don&#039;t have or take a permanent stance from one of the ka&#039;tahs.&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Engine (1 CP):&#039;&#039;&#039; One {{W40kKeyword|Adeptus Custodes Vehicle}} or {{W40kKeyword|Anathema Psykana Vehicle}} unit gains a 5+++ save, which gives you a measure of extra protection against a stray lascannon.&lt;br /&gt;
*&#039;&#039;&#039;Retribution of the Machine Spirit (1 CP):&#039;&#039;&#039; Makes one {{W40kKeyword|Adeptus Custodes Machine Spirit}} unit count as having max wounds, which you can use for that last hurrah for your land raider.&lt;br /&gt;
*&#039;&#039;&#039;Vigil Unending (1 CP):&#039;&#039;&#039; Whenever a {{W40kKeyword|Adeptus Custodes Character}} dies before they could fight, you can trigger this and let them fight one more time before being removed. Considering how incomparably valuable this is, you&#039;re likely to only use this to take down an equally vital unit.&lt;br /&gt;
*&#039;&#039;&#039;Wisdom of the Moritoi (1 CP):&#039;&#039;&#039; Grants a Venerable Dreadnought either the Shield Captain or Blade Champion&#039;s re-roll auras, allowing them to support their boys.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Eternal Penitent (1 CP):&#039;&#039;&#039; Select a Dreadnought, usable once. Dread has +1A and re-roll charges for the game.&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Heroes (1 CP):&#039;&#039;&#039; The typical &amp;quot;Extra character gets a WT&amp;quot; stratagem, which gives you a WT for another custodian or a Knight-Centura. Note that this is the only way for a Knight-Centura to get a WT in a blended detachment.&lt;br /&gt;
*&#039;&#039;&#039;Open the Vaults (1 CP):&#039;&#039;&#039; The typical &amp;quot;Extra relic for a new character&amp;quot; stratagem, accessible to both Sisters and Custodes characters. As with any others, the number of times you can use this is based on the size of the game.&lt;br /&gt;
*&#039;&#039;&#039;Victor of the Blood Games (1 CP):&#039;&#039;&#039; Provides your Warlord a second WT. Explicitly &#039;&#039;&#039;cannot&#039;&#039;&#039; add a third warlord trait to a single character because you only have one warlord. This is still dirt cheap for what it provides&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Creeping Dread (1 CP):&#039;&#039;&#039; For one phase, pick a unit of {{W40kKeyword|Anathema Psykana Infantry}}. Enemies within 6&amp;quot; of them take -1 to hit your sisters.&lt;br /&gt;
*&#039;&#039;&#039;Desperation&#039;s Price (1 CP):&#039;&#039;&#039; Whenever an enemy psyker suffers Perils while within 18&amp;quot; of an {{W40kKeyword|Anathema Psykana Infantry}} unit during their psychic phase, you can make that Perils suffer another d3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;The Emperor&#039;s Auspice (1/2 CP):&#039;&#039;&#039; When a Custodes unit is attacked, the enemy cannot re-roll to hit, to wound, or damage rolls against this unit, crippling a great many advantages they might use to harm your men. &lt;br /&gt;
*&#039;&#039;&#039;Empyric Severance (1 CP):&#039;&#039;&#039; a {{W40kKeyword|Anathema Psykana Infantry}} unit within 18&amp;quot; can stop a psychic power, AFTER Deny the Witch, on a 4+ roll. Without an allied psyker, this is your only means of rejecting the touch of the witch.&lt;br /&gt;
*&#039;&#039;&#039;Fraternity of Heroes (1 CP):&#039;&#039;&#039; At the end of the enemy&#039;s charge phase, one Custodes unit within 6&amp;quot; of an enemy unit can immediately perform a Heroic Intervention moving 6&amp;quot; horizontally and 5&amp;quot; vertically. If your enemy ever thought that they&#039;re dealing with only one bunch, throw some more bananas into the mix!&lt;br /&gt;
*&#039;&#039;&#039;From Golden Light They Come (1 CP):&#039;&#039;&#039; During deployment, one {{W40kKeyword|Adeptus Custodes Infantry, Character}} or {{W40kKeyword|Dreadnought}} unit gains the deep-strike ability of the Allarus, giving you a great amount of options for surprise attacks&lt;br /&gt;
**A reminder: Before game stratagems can be used multiple times, it&#039;s why most relic stratagems have to have a clause written into them limiting how many times you can use them. So if you want to deep strike your whole army. . . you can.&lt;br /&gt;
**Can be utterly devastating when used on a Telemon Heavy Dreadnought (or any FW Custodes dread). This is especially useful against character screening armies, such as a Typhus-poxwalkers Death Guard, a Chaplain Dread or Guilliman with Guard Spam. For maximum damage deploy the Emperor&#039;s Golden Cock On Legs on your opponent’s back-marker objective(s) and watch him panic as his gun line is torn to shreds/blown to pieces by a nigh-unstoppable death machine, and all the while your other melee units, such as Wardens and Spear Guard, get ever closer to his army. Unless he brought something ridiculous, like a Knight Gallant or Castigator Lancer, he may as well just give up, because if he doesn’t shoot the Telemon, he’ll die, and if he doesn’t shoot your footslogging units, he’ll die. It is expensive in points, however, and people wise up to this trick very fast after the first time you pull it off.&lt;br /&gt;
**Remember, your opponent still has a huge advantage in actually holding onto objectives (at least until your ObSec units get up the board). Make sure that, whatever you do, &#039;&#039;&#039;DO NOT&#039;&#039;&#039; charge your Telemon into combat unless you&#039;re going at a character with no bubble wrapping bodyguard &#039;&#039;&#039;and&#039;&#039;&#039; equipped it with the power fists. If you attempt to charge a bubble wrapping horde, even poxwalkers or &#039;gaunts can bring you down easily, and 300 points have just gone down the drain. If you do this deep-strike tactic, make sure that you keep your distance from hordes and shoot them to death instead, and prioritize by proximity (unless you need that &amp;lt;insert unit&amp;gt; dead).&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Guardians (1 CP):&#039;&#039;&#039; After an enemy fights with at least 1 unit, you can choose a unit of Custodes within 3&amp;quot; of an objective and fight with them. &lt;br /&gt;
**Every little advantage you can claim in defending objectives helps. Don&#039;t forget this Stratagem! It is a discounted Interrupt with a contingency. A little situational but VERY useful when it comes to fruition.&lt;br /&gt;
*&#039;&#039;&#039;Manoeuvre and Fire (1 CP):&#039;&#039;&#039; Whenever a Custodes unit with {{W40kKeyword|Fly}} falls back, you can use this to let them shoot after falling back. Extremely useful for your jetbikes, though the Solar Watch pretty much lets you pull this off without costing CP.&lt;br /&gt;
*&#039;&#039;&#039;Martial Discretion (1/2 CP):&#039;&#039;&#039; One Custodes unit can activate a stance from a martial ka&#039;tah that&#039;s different from the rest of your army. Costs 2 CP for a unit of 4+ models, otherwise it costs 1 CP.&lt;br /&gt;
*&#039;&#039;&#039;Rapid Reactions (1 CP):&#039;&#039;&#039; When an enemy falls back from an {{W40kKeyword|Adeptus Custodes Infantry}} unit, you can have that unit make some last parting shots as the enemy flees. For marines in particular, this can be a death sentence as you can trigger this to take down another unit or two and turn that fleeing pack of three into a lone model, maybe even wipe them all out.&lt;br /&gt;
*&#039;&#039;&#039;Shoulder the Mantle (1 CP):&#039;&#039;&#039; And you thought Alpharius&#039; tricks were for heretics only. If your Warlord dies, select another Custodes character in your army. They become the new Warlord and take up the WT the last guy had. As a bonus, as long as the new Warlord is on the field the opponent can&#039;t claim VP for slaying your Warlord. The only missing part on this is if you can also gain a second WT from Victor of the Blood Games or by succeeding Trajan.&lt;br /&gt;
*&#039;&#039;&#039;Unleash the Lions (2 CP):&#039;&#039;&#039; At the start of the Command phase, select a unit of Allarus Terminators. They split up into separate units consisting of a single model apiece. Keep in mind that each Terminator has 4 wounds, the typical Custodes saves, and has rules meant for them to single out Characters from far away; this allows them to take on several Characters at once while preventing foes from just focusing fire on their squad or using morale to wear them down.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Covered Advance (1 CP):&#039;&#039;&#039; Whenever an {{W40kKeyword|Adeptus Custodes/Anathema Psykana Smokescreen}} unit is shot at, you can pop this to make the enemy take -1 to hit this unit. Vital for getting your rhinos and LRs up the field.&lt;br /&gt;
*&#039;&#039;&#039;Psyk-Out Grenades (1 CP):&#039;&#039;&#039; During the shooting phase, you can let one {{W40kKeyword|Anathema Psykana Infantry}} unit throw this at an enemy psyker within 6&amp;quot;. On a 2+, this psyker immediately suffer Perils.&lt;br /&gt;
*&#039;&#039;&#039;Tanglefoot Grenade (1 CP):&#039;&#039;&#039; At the start of the enemy movement or charge phase, pick a non-{{W40Kkeyword|FLY}} enemy unit within 12&amp;quot; of an {{W40Kkeyword|Adeptus Custodes infantry}} unit. Roll a d6; the target&#039;s Movement characteristic or charge distance is reduced by the result for the rest of the phase.&lt;br /&gt;
**Even just a -1 to charge distances can be enough to effectively neutralize an enemy unit. Now imagine what will happen if they end up losing an average of 3-4&amp;quot; of charge distance. Excellent on melee fighters that will sorely miss even a single inch of mobility and nothing is more hilarious than a squad of Howling Banshees being forced to move slower than Death Guard Terminators. It&#039;s worth noting that this strat is also amazing for ensuring enemy units will have a much harder time trying to flee from combat or put some more space between them and the incoming golden wrecking ball. Unfortunately, this can only be used once per turn, forcing you to prioritize either stopping them from charging you or limiting their ability to flee from you.&lt;br /&gt;
**Worth noting that if you suspect a tied up unit is about to attempt a desperate breakout, thus opening your big golden boys up to shooting, you can throw this grenade and possibly prevent them from doing so. Used properly, it is as match winning in 9e as it was in 8e.&lt;br /&gt;
**Also worth noting, you can totally legit use it against a glass cannon melee deep strike unit. Your Sagittarium Custodians in the back suddenly got more protected than the Dread Host Allarus termies that just dropped in.   &lt;br /&gt;
*&#039;&#039;&#039;Teleport Homer (1 CP):&#039;&#039;&#039; An {{W40kKeyword|Adeptus Custodes Teleport Homer}} unit can immediately deep strike within 3&amp;quot; of a Vexilus Praetor or Aleya, so long as you are 9&amp;quot; away from the enemy. Fucking &#039;&#039;&#039;AMAZING&#039;&#039;&#039;. Drop a 10-man termie squad on your enemy, cripple them from the rear with some shooting, then melee everything dead. Keep in mind that you can&#039;t use this stratagem the same turn that your vexilla deep strikes (if in Allarus Terminator armor), so they will either need a screen to take enemy shooting or give your opponent other, more immediate threats to shoot at.&lt;br /&gt;
**Alternative Opinion: For this strategy to work, it takes 2 turns and 3 command points to work. If you are spending all those points and command points you better be praying to the Emperor and Kitten&#039;s naked body that you don&#039;t think about the odds of this actually working and just have faith in the Emperor.&lt;br /&gt;
**The fact that this can be used on Aleya can make her something of a bait character now, as you can suddenly drop in a pack of terminators to interrupt what might be a lone sister wandering on her own.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Assassinate&#039;&#039;: With the character killing specialty of the Allarus Terminators, this one can prove an excellent one to max.&lt;br /&gt;
*&#039;&#039;Bring it Down&#039;&#039;: You&#039;ll be fairly reliant on your Telemon to make this one work, but with the sheer amount of hurt those things bring you can make it work.&lt;br /&gt;
*&#039;&#039;Titan Slayers&#039;&#039;: As with Bring it Down, but more reliable. Since you pick secondaries at the start of a mission, bring this one if your enemy brought titanic units, then deliver the Telemon into Fisting range.&lt;br /&gt;
*&#039;&#039;Slay the Warlord&#039;&#039;: We&#039;re perfectly serviceable at doing this, considering our characters can out-duel most anything short of an enemy [[primarch]]. However, it&#039;s not going to bring you as many points as you could get with the others.&lt;br /&gt;
*&#039;&#039;Auric Mortalis&#039;&#039;: Mark one enemy {{W40kKeyword|Primarch}}, {{W40kKeyword|Supreme Commander}}, or other high-value non-{{W40kKeyword|Aircraft}} unit on the enemy army. You score 5 VP for killing this unit, 5 more if you used a Custodes or Sisters of Silence unit to kill them, and another 5 VP if you kill them while more than 6&amp;quot; from your enemy DZ. However, this secondary is one that can take away 2 VP for each unit your marked foe kills.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Abhor the Witch&#039;&#039;: This is the only one that we can take without soup or an AGENTS Inquisitor, and it&#039;s a niche pick. Pick it every time against 1kS and GK, alongside Assassinate to double up on your points if you&#039;re up against something with a lot of psykers and let your Sisters go to town. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Thin their Ranks&#039;&#039;: Horde clearing is one of the things we actually struggle with, and this is best against enemies who bring lots of hordes. Could have some nice combination with Bring it Down and Titan Slayers though. &lt;br /&gt;
*&#039;&#039;Attrition&#039;&#039;: You should always take this secondary. Considering how few units we field and how tough and deadly they are, you will almost always max this one out if you have any idea what you&#039;re doing.&lt;br /&gt;
*&#039;&#039;While We Stand, We Fight&#039;&#039;: Considering the aforementioned resilience of our units, this is another good pick. The bannancycles and Telemon are most likely to be chosen for this, and both are quite difficult to put down, particularly if you add Victor of the Blood Games. &lt;br /&gt;
*&#039;&#039;First Strike&#039;&#039;: Not out best choice. While our bikes are very fast and quite good with the Hurricane bolters, Custodes really come online in the second and third round.&lt;br /&gt;
*&#039;&#039;Might of Terra&#039;&#039;: Essentially Attrition, you gain 4 VP for each turn you kill enemy units without casualties.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Engage on All Fronts&#039;&#039;: With the fast moving bikes and teleportation we have access to, it&#039;s not difficult to spread the field. Secondly, our units are composed of bloody three man hero squads, making us rely less on castles or bubbles than some armies. However, it can stretch the sister&#039;s warp defense coverage, so consider how many [[psykers]] there are, and how many points you could take from taking abhor the witch instead.&lt;br /&gt;
*&#039;&#039;Linebreaker&#039;&#039;: We again have plenty of units who can break through the front line quickly and cause havoc there, particularly if we&#039;re taking teleportation into account. A solid choice, and one that allows for closer knit blobs that will be very difficult for the enemy to remove. &lt;br /&gt;
*&#039;&#039;Domination&#039;&#039;: This one is effectively &amp;quot;double down on holding&amp;quot;. Consider your enemy&#039;s army. If you are certain you&#039;re going to win the objective game (say you&#039;re fighting Tau), then go for it. &lt;br /&gt;
*&#039;&#039;Stand Vigil&#039;&#039;: 3 VP for each round where you control more VP outside of any DZ than the enemy does.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Raise the Banners High&#039;&#039;: Out of all the Shadow operations, this one is the least bad for us. The problem with all of these is that they require our glorious oiled death-machines to stop killing for a moment to do something else, and with as few units as we have, that&#039;s not an action cost we can afford. This one is the least bad, as it at least means we&#039;re in the same area as the objectives. &lt;br /&gt;
*&#039;&#039;Investigate Sites&#039;&#039;: This one is the worst, simply because its so easy to disrupt. When we have everything else to choose from, why would you choose an objective that ties up one of your units and is so easy to deny. &lt;br /&gt;
*&#039;&#039;Repair Teleportation Homer&#039;&#039;: Considering you&#039;ll probably move your own teleportation homer into the enemy backline with the Praetor already, this one isn&#039;t so bad. It is worth noting that you can potentially FGLTC a large unit of Custodes back there to pull this off, as they&#039;re durable enough to last through the enemy&#039;s attack. Overall, this is the second least bad of a bad set of secondaries.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Crusade Additions==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Agendas&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Pursuit of Excellence&#039;&#039;&#039; - At the end of the battle, {{W40kKeyword|Adeptus Custodes}} unit with lowest experience (if there are several such units you choose which one) gains 1 exp for each of the following conditions:&lt;br /&gt;
**That unit hasn&#039;t been destroyed&lt;br /&gt;
**That unit controls an Objective Marker outside your deployment zone&lt;br /&gt;
**That unit combat tally is one or more&lt;br /&gt;
**That unit combat tally is either the hightst or is tight to the highest&lt;br /&gt;
*&#039;&#039;&#039;Bound For The Dark Cells&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;The Great Tithe&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Shed the Black&#039;&#039;&#039; - At the end of the battle, {{W40kKeyword|Adeptus Custodes}} unit with Battle Scar gains 1 exp for each of the following conditions (and removes one Battle Scar for free if earned 2 or more exp from it):&lt;br /&gt;
**That unit combat tally is one or more&lt;br /&gt;
**That unit combat tally is three or more&lt;br /&gt;
**That unit combat tally is either the hightst or is tight to the highest&lt;br /&gt;
*&#039;&#039;&#039;Judgement Delivered&#039;&#039;&#039; - Angels of Death: Gold Edition. If you wiped your opponent from the table, all {{W40kKeyword|Adeptus Custodes}} and {{W40kKeyword|Anathema Psykana}} units on the battlefield gain 3 exp.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisitions&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Captain-Commander (1RP)&#039;&#039;&#039; - The way to get Captain-Commander abilities in Crusade Mode, purchased when {{W40kKeyword|Shield-Captain}} unit gains Heroic or Legendary rank&lt;br /&gt;
*&#039;&#039;&#039;Artefact of the Vaults (1RP)&#039;&#039;&#039; - &lt;br /&gt;
*&#039;&#039;&#039;Earning a Name (1RP)&#039;&#039;&#039; - Purchased after a battle in which o&lt;br /&gt;
*&#039;&#039;&#039;Honoured Advancment (1RP)&#039;&#039;&#039; - &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Traits&amp;quot;&amp;gt;&lt;br /&gt;
*{{W40kKeyword|Adeptus Custodes Infantry}} unit:&lt;br /&gt;
**&#039;&#039;&#039;Masterful Form&#039;&#039;&#039; - Unit gains it&#039;s own Preferred Ka&#039;tah (treats both Stances of chosen Ka&#039;tah as active, regardless of chosen Stance)&lt;br /&gt;
**&#039;&#039;&#039;Rapid Salvoes&#039;&#039;&#039; - Always in Rapid Fire range for auric weapons (so spears and axes)&lt;br /&gt;
**&#039;&#039;&#039;Companion&#039;s Watch&#039;&#039;&#039; - 5+++ while within range of Objective Marker&lt;br /&gt;
**&#039;&#039;&#039;Flawless Bladework&#039;&#039;&#039; - 6 to hit autowound the target in Melee&lt;br /&gt;
**&#039;&#039;&#039;Unfazed and Undaunted&#039;&#039;&#039; - One free save reroll per Battle Round&lt;br /&gt;
**&#039;&#039;&#039;Spark of Divinity&#039;&#039;&#039; - Can Deny the Witch as if were {{W40kKeyword|Psyker}} (or Deny twice, if has Impregnable Mind WT)&lt;br /&gt;
*{{W40kKeyword|Adeptus Custodes Biker}} unit:&lt;br /&gt;
**&#039;&#039;&#039;Flawless Manoeuvring&#039;&#039;&#039; - -1 to hit that unit, unless it Remained Stationary (then it loses -1 to hit until your next Movement Phase)&lt;br /&gt;
**&#039;&#039;&#039;Close-Range Experts&#039;&#039;&#039; - +1S for ranged attacks against enemy unit within 6&amp;quot; of model in this unit&lt;br /&gt;
**&#039;&#039;&#039;Thundering Advance&#039;&#039;&#039; - Changes &#039;&#039;&#039;Implacable Vanguard&#039;&#039;&#039; ability to add 10&amp;quot; when unit Advances (11&amp;quot; with trait 1 of Solar Watch Fighting Style)&lt;br /&gt;
*{{W40kKeyword|Anathema Psykana Infantry}} unit:&lt;br /&gt;
**&#039;&#039;&#039;Furious Combatants&#039;&#039;&#039; - +1A if unit made a Charge&lt;br /&gt;
**&#039;&#039;&#039;Hunt and Purge&#039;&#039;&#039; - reroll Advance and Charge rolls&lt;br /&gt;
**&#039;&#039;&#039;Rapid Prosecution&#039;&#039;&#039; - when Advances, until the end of the turn couns as having made Normal Move instead&lt;br /&gt;
*{{W40kKeyword|Blade Champion}} unit:&lt;br /&gt;
**&#039;&#039;&#039;Martial Focus&#039;&#039;&#039; - Re-roll hit and wound rolls of 1 while within 3&amp;quot; of Objective Marker or enemy {{W40kKeyword|Warlord}}&lt;br /&gt;
**&#039;&#039;&#039;Inexorable Persecution&#039;&#039;&#039; - Ignore modifiers for Move, Advance and Charge and count Charge rolls of less then 7&amp;quot; as 7&amp;quot;&lt;br /&gt;
**&#039;&#039;&#039;Champion Exemplar&#039;&#039;&#039; - Once per battle use {{W40kKeyword|Adeptus Custodes}} Stratagem for 0CP&lt;br /&gt;
*{{W40kKeyword|Allarus Custodians}} unit:&lt;br /&gt;
**&#039;&#039;&#039;Bane of Champions&#039;&#039;&#039; - Can reroll wound rolls against {{W40kKeyword|Character}}&lt;br /&gt;
**&#039;&#039;&#039;Bellicose&#039;&#039;&#039; - can Heroically Intervene as if were a {{W40kKeyword|Character}} (and can do so for 6&amp;quot; if already is eligible for Heroic Intervention)&lt;br /&gt;
**&#039;&#039;&#039;Aggressive Heroism&#039;&#039;&#039; - +1A for each model while unit is within enemy Deployment Zone&lt;br /&gt;
*{{W40kKeyword|Adeptus Custodes Character}} (&#039;&#039;&#039;Torchbearer Crusade Force only&#039;&#039;&#039;)&lt;br /&gt;
**&#039;&#039;&#039;Martial Exemplar&#039;&#039;&#039; - During Command phase, give a {{W40kKeyword|Adeptus Astartes Core}} unit reroll Melee hit rolls until your next Command Phase&lt;br /&gt;
**&#039;&#039;&#039;Fearless Fleetwarden&#039;&#039;&#039; - After reroll Charge rolls for {{W40kKeyword|Torchbearer}} units within 12&amp;quot;, if enemy unit they Charge is within Engagement Range of this model&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Scars&amp;quot;&amp;gt;&lt;br /&gt;
Custodes Battle Scars contain both a debuff and buff:&lt;br /&gt;
*&#039;&#039;&#039;Atonement in Battle:&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Buff part&#039;&#039;&#039; - &lt;br /&gt;
**&lt;br /&gt;
*&#039;&#039;&#039;Honour Blemished&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Study the Martial Ka&#039;tahs&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Magisterium Lex Ultima&amp;quot;&amp;gt;&lt;br /&gt;
WIP&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Crusade Relics&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Artificer Relics&#039;&#039;&#039; - Can be taken by any {{W40kKeyword|Adeptus Custodes Character}}&lt;br /&gt;
**&#039;&#039;&#039;Aurulent Warding&#039;&#039;&#039; - something akin to &#039;&#039;&#039;Unfazed and Undaunted&#039;&#039;&#039;, gives free save reroll once per Turn.&lt;br /&gt;
**&#039;&#039;&#039;Auspice Mantle&#039;&#039;&#039; - Bearer can&#039;t be targeted while further then 12&amp;quot; of enemy units (wait wat?).&lt;br /&gt;
*&#039;&#039;&#039;Antiquity Relics&#039;&#039;&#039; - Can be taken by Heroic or higher ranked {{W40kKeyword|Anathema Psykana Character}} and increases their Crusade Points by 1 (to a total of 2 if you account Battle Honour).&lt;br /&gt;
**&#039;&#039;&#039;Veracity, The Sword of Oblivion&#039;&#039;&#039; - THE murder sword of [[Sisters_of_Silence#Notable_Sisters|Aunt Jenne]] herself (and of [[The_God-Emperor_of_Mankind|Big E]] before her). S+3 AP-5 D2 executioner greatblade, that always wounds on 2+.&lt;br /&gt;
**&#039;&#039;&#039;Misery&#039;s Burden&#039;&#039;&#039; - Replaces misericordia. Still retain extra attack, but you can only make 1 attack using this Relic. Autowounds on 2+ to wound and deals 2MW instead normal Damage on successful wound.&lt;br /&gt;
*&#039;&#039;&#039;Legendary Relics&#039;&#039;&#039; - Can be taken by Legendary ranked {{W40kKeyword|Adeptus Custodes Character}}. It requires 1 RP to be spent and increases Character&#039;s Crusade Points by 2 (3 in total with Battle Honour).&lt;br /&gt;
**&#039;&#039;&#039;Lucent Aureole&#039;&#039;&#039; - 3++. Simple as that. With &#039;&#039;&#039;Aurulent Warding&#039;&#039;&#039; Crusade Relic and &#039;&#039;&#039;Unfazed and Undaunted&#039;&#039;&#039; Battle Trait makes your {{W40kKeyword|Character}} unkillable on the verge of you beign called [[That_guy|that guy]]&lt;br /&gt;
**&#039;&#039;&#039;Apollonian Spear&#039;&#039;&#039; - following the pattern, paragon spear of [[Constantin_Valdor|Constantin Valdor]], gifted to him by [[The_God-Emperor_of_Mankind|Emperor]] himself. Actually &amp;quot;Turn off&amp;quot; button in a form of wargear - its shooting profile becomes Assault 2 S5 AP-2 D2, but in close combat it hits with Sx2 AP -4 D3, both profiles ignoring invulnerable saves on 4+ to wound. Anything on the business end of this spear just dies.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Artefacts of the Vaults&amp;quot;&amp;gt;&lt;br /&gt;
&amp;quot;Damn I need to win this battle!&amp;quot; style Crusade Relic, which can&#039;t be obtained normally. Instead, it can only be temporarily given to {{W40kKeyword|Adeptus Custodes Character}} via &#039;&#039;&#039;Artefact of the Vaults&#039;&#039;&#039; Requisition and while you are claiming &#039;&#039;&#039;Magisterium Lex Ultima&#039;&#039;&#039;. As normal Relics, they can&#039;t be given to Named Characters or {{W40kKeyword|Vehicle}} units.&lt;br /&gt;
&lt;br /&gt;
Each Artefact increases it&#039;s bearer Crusade Points by 1. They &#039;&#039;can be&#039;&#039; removed before or after the battle and are &#039;&#039;forcibly&#039;&#039; removed when your Crusade Force complete its active Imperative or abandons its Endeavor (substrating previous bearers Crusade Points by 1).&lt;br /&gt;
*&#039;&#039;&#039;Arae-Shrike&#039;&#039;&#039; - Prevents all Reinforcement set ups within 12&amp;quot; of the bearer and kills all Aura abilities of enemy models within same radius to 1&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Mortis Gyre&#039;&#039;&#039; - Can be actived once per battle, when bearer is selected to fight. Until the end of the fight, his attacks ignore invuls&lt;br /&gt;
*&#039;&#039;&#039;Twilight Pallium&#039;&#039;&#039; - Can be activated once per battle at the end of any of your Phases. Remove the bearer and set him up anywhere more than 1&amp;quot; from the enemy. Unless he was set up more than 9&amp;quot; of all enemy models, he is not eligeble to Charge this turn.&lt;br /&gt;
*&#039;&#039;&#039;Anathematic Diadem&#039;&#039;&#039; - gives bearer an 18&amp;quot; Aura Ablility of -1 to all enemy {{W40kKeyword|Psyker}} unit Psychic tests while manifesting Psychic Power and if the result of the Psychic Test is 7 or less, bearer can deny as if he were a {{W40kKeyword|Psyker}} (twice per enemy Psychic Phase).&lt;br /&gt;
*&#039;&#039;&#039;Amelioration Pail&#039;&#039;&#039; - Once per battle, in your Command Phase bearer can regain D6 wounds.&lt;br /&gt;
*&#039;&#039;&#039;Auriferous Orb&#039;&#039;&#039; - One use 6&amp;quot; D3 S1 AP0 D1 Grenade, that deals D3 mortal wounds per each sucessful hit and blinds the target for -1 to hit untill the start of your next Turn&lt;br /&gt;
*&#039;&#039;&#039;Epoch Auspice&#039;&#039;&#039; Once per battle, at the start of the 1st Battle Round or in your Command Phase, bearer can deploy the Epoch. If he does so, then untill the start of your next Command phase all friendly {{W40kKeyword|Infantry}} and {{W40kKeyword|Biker}} units within 3&amp;quot; of the bearer (that is not an Aura ability) have -1 to wound malus against them &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Armoury==&lt;br /&gt;
&#039;&#039;&#039;Auric Weapons:&#039;&#039;&#039; While not many things count them due to their prevalence, this is a term given to all guardian spears, castellan axes, sentinel swords, and any weapons that replace them.  Valerian&#039;s and Trajann&#039;s named weapons also qualify.&lt;br /&gt;
&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auric Weapons&#039;&#039;&#039;&lt;br /&gt;
*;Guardian Spear/Castellan Axe: When shooting these weapons, they are both 24&amp;quot; Rapid Fire 1 S4 AP-1 D2. Yes, your basic gun inflicts 2 damage. Excellent for taking down most things: MEQ, TEQ, custodes, anything less than toughness 8, GEQ; slightly overkill on GEQ, but anything with more than one wound will drop like flies. The bonus AP will also make a huge difference, effectively doubling your damage output against TEQ and the like. In short, [[Awesome|a normal marine&#039;s Relic Bolter is our normal weapon]].&lt;br /&gt;
*;Sentinel Blades: Now using the same high grade ammo as the the spears and axes for an improved Pistol 2 S4 AP-1 D2 profile. Your only weapon choice if you&#039;re running shielded custodians for when you need to ensure they don&#039;t die. It also benefits from multiple stratagems exclusively. &lt;br /&gt;
*&#039;&#039;&#039;Balistus Grenade Launcher:&#039;&#039;&#039; The main armament of the Allarus and a marine killer of some quality. 18&amp;quot;, Assault D3, S5, AP-3, D1. Combine with the Guardian Spear or Castellan Axe shooting for some shockingly good infantry mulching at short range. Being S5 AP-3 but only D1 makes it superior to the spear at MEQ hunting and will do unspeakable things to things like storm troopers and Eldar, and as you can now deep strike again this weapon is perfectly suited to be plonked in an enemies flank or rear to do unspeakable damage.&lt;br /&gt;
*&#039;&#039;&#039;Hurricane Bolter:&#039;&#039;&#039; [[AWESOME|Standard issue on your Dawneagle Jetbikes]]. With a lovely 12 S4 AP0 shots at 12” range (6 at 24”) &#039;&#039;per Bike&#039;&#039;, this makes your Jetbike squads excellent for mincing lightly armored infantry units that might bog down your expensive Banana Boyz. The fact that this weapon is fitted to a unit that can {{W40Kkeyword|FLY}} also means that you will almost always be able to fire this weapon every turn, and a unit of these overwatching will be hilarious if very short-lived for the charging unit.&lt;br /&gt;
**Outperforms the Salvo Launcher against most targets (including some vehicles of toughness 7 or less)  when in rapid-fire range by sheer Ork levels of dice, especially when coupled with re-rolls to hit. Your go-to choice unless you have some toughness 7 or higher with good armor saves which require your [[rape|tender ministrations]].&lt;br /&gt;
*&#039;&#039;&#039;Kheres Pattern Assault Cannon:&#039;&#039;&#039; The other option for your Venerable Contemptors. 24&amp;quot; range, Heavy 6, S7 AP-1. Less close-range clout than the Dawneagle&#039;s hurricane bolters, but more reliable when targeting heavier infantry or light vehicles due to its better range and higher strength and AP.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; Found exclusively on the venerable contemptor dreadnought. Same as any other multi-melta, and one of the few ranged anti-armor weapons you have. With the advent of the Space Marines 2020 codex these have been changed to Heavy 2 and damage is now D6 and at half range D6+2!&lt;br /&gt;
*&#039;&#039;&#039;Salvo Launcher:&#039;&#039;&#039; The other weapon option for your Jetbikes. Gone is the flak profile and the situational re-roll against vehicles, the weapon has been streamlined into a Heavy 1 24&amp;quot; S8 AP-4 D3+d3 monster. A very great alternative to Hurricane Bolters, as it fills out the lack of high strength anti-tank shooting that Custodes lack immensely. With the new codex providing alternative means to deal with hordes (Dacatarai, the Blade Champion) and Custodes lacking high Damage weapons in a meta where the -1 Damage debuff is more and more widespread, the salvo launcher is arguably more valuable than the bolters right now.&lt;br /&gt;
**9th Edition has done a good job of cleaning up this weapon&#039;s flaws by getting rid of the -1 to hit after moving. The salvo launcher is still a five point upgrade, but you should choose based on what your army needs.&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
Ranged Weapons found on the Forge World units are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Achillus Dreadspear:&#039;&#039;&#039; 24&amp;quot; Heavy 2 S8 AP-2 D3, making it essentially a buffed Leman Russ battle cannon, instead of a d3 shot and d3 damage lascannon. A decent anti-armor weapon, but more of a tool for softening up the vehicle before the Achillus charges it and reduces said vehicle to slag.&lt;br /&gt;
*&#039;&#039;&#039;Adrasite Weapons:&#039;&#039;&#039; The Disintegration Beam weapons from the Horus Heresy are upgrades of the Space Marine Grav weapons, and are similarly odd weapons. While high AP and damage output seem tempting at first, it is offset by their rather mediocre strength. They will struggle to wound most vehicles while shooting at infantry will often result in overkill. They can have their applications against multi-wound models with low/medium toughness and a high armor save (e.g. Marines and TEQs, against whom they are perfect), and are usually cheaper than any alternatives. But it&#039;s questionable if you can afford to have dedicated anti-marine weapons in an army with such a low model count and no guarantee that you’ll face Marines. Ironically, they are also quite effective against other Custodes!&lt;br /&gt;
**&#039;&#039;&#039;Adrasite Spear:&#039;&#039;&#039; 18&amp;quot; Assault 1 S5 AP-3 D3, available on your FW troops. 4 points cheaper than its Pyrithite counterpart, so add a Misericordia to your A3 S6 AP-3 Dd3 melee and watch Marines cry.&lt;br /&gt;
**&#039;&#039;&#039;Adrastus Bolt Caliver:&#039;&#039;&#039; Has 2 profiles: the first one is Bolt volley 36&amp;quot; Assault 3 Heavy Bolter (S5 AP-1 D2) or a Disintegration beam 15&amp;quot; Assault 1 S5 AP-3 D3. Exclusive to Sagittarum Custodians. As usual with combi-weapons, you can fire both profiles during a single shooting phase at the cost of getting -1 on your hit rolls, which is mathematically worth it in the case of the caliver, and a no-brainer if you advanced or are shooting into a -1 penalty already as you&#039;re already at cap.&lt;br /&gt;
**&#039;&#039;&#039;Adrathic Devastator:&#039;&#039;&#039; Found on Dickbike Custodians. 18&amp;quot; Heavy 2 S6 AP-3 D3. A little meh but it will chew through all the varieties of infantry and chip away at vehicles before a charge.&lt;br /&gt;
**&#039;&#039;&#039;Twin Adrathic Destructor:&#039;&#039;&#039; An option for Aquilons and spearnaughts. 18&amp;quot; Assault 2 S5 AP-3 D3.&lt;br /&gt;
*&#039;&#039;&#039;Arachnus Weapons&#039;&#039;&#039; A heavy weapon that has two fire modes, an Anti-vehicle beam that rerolls against {{W40Kkeyword|Vehicles}} and a Burst that trades quality for quantity and is more adept against MEQ and TEQ.&lt;br /&gt;
**&#039;&#039;&#039;Arachnus Heavy Blaze Cannon:&#039;&#039;&#039; Found on big boi Orion, it has 2 firing modes: Beam, which is a 48&amp;quot; Heavy 1 S9 Ap-4 &#039;&#039;&#039;3D+3&#039;&#039;&#039; re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst, which is a 36&amp;quot; Heavy 4 S7 AP-2 D1. Increases the Orion&#039;s firepower flexibility greatly, allowing it to aid Pyrithite Spear-wielding Guard in tank-busting or Talon-and-Firepike Aquilons in horde-chewing.&lt;br /&gt;
**&#039;&#039;&#039;Arachnus Storm Cannon:&#039;&#039;&#039; As always, 2 firing modes: Beam, which is now a 36&amp;quot; Heavy 2 S8 Ap-4 D3 re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst, which is a 24&amp;quot; Heavy 6 S7 AP-2 D1. &lt;br /&gt;
**&#039;&#039;&#039;Twin Arachnus Blaze Cannon:&#039;&#039;&#039; A lighter Arachnus weapon: Beam is a 36&amp;quot; Heavy 2 S7 Ap-4 3 re-rolls wounds against {{W40Kkeyword|Vehicles}} and Burst is a 24&amp;quot; Heavy 6 S5 AP-2 D1.&lt;br /&gt;
**&#039;&#039;&#039;Twin Arachnus Heavy Blaze Cannon:&#039;&#039;&#039; A Heavy Blaze Cannon with twice the shots on each mode.&lt;br /&gt;
**&#039;&#039;&#039;Arachnus magna-blaze cannon:&#039;&#039;&#039; found on the Ares gunship. its beam don&#039;t rerolls, but instead a 72&amp;quot; Heavy d3, &#039;&#039;&#039;S14&#039;&#039;&#039; &#039;&#039;&#039;D3+6&#039;&#039;&#039;. and Burst is Heavy 3 S9 D3. The kind of gun that disintegrates tanks.&lt;br /&gt;
*&#039;&#039;&#039;Galatus Warblade:&#039;&#039;&#039; Twin heavy flamer with +1S.&lt;br /&gt;
*&#039;&#039;&#039;Iliastus Accelerator Culverin:&#039;&#039;&#039; 48&amp;quot; Heavy 4 S7 AP-3 D2; Exclusive to the Telemon. Your weapon of choice for dealing with Primaris-like infantry and light vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Firepike:&#039;&#039;&#039; 12&amp;quot; heavy flamer with +1S exclusive to Aquilon Custodians. Now you can cook some units the turn you deepstrike.&lt;br /&gt;
*&#039;&#039;&#039;Infernus Incinerator:&#039;&#039;&#039; +1S heavy flamer. Good for dealing with GEQs. However, because it&#039;s Heavy, you can&#039;t advance. Found on Contemptor-Achillus Dreadnoughts.&lt;br /&gt;
*&#039;&#039;&#039;Kinetic Destroyer:&#039;&#039;&#039; Exclusive to Venatari Custodians. The only pistol in Forge World Custodes guns which means you can fire it in melee (but you want your flying boy in melee or not is another story). 18&amp;quot; Pistol 2 S6 AP-2 D2 can score an additional hit on an unmodified roll of 6. MEQ/Primaris/TEQ killers with enough range to put you out of rapid-fire range of most troops.&lt;br /&gt;
*&#039;&#039;&#039;Lastrum Bolt Cannon:&#039;&#039;&#039; A heavy bolter with +1S and -1AP but [[What|regular D1 instead of D2]]. Yeah it makes absolutely no sense, maybe it will be FAQed one day.&lt;br /&gt;
*&#039;&#039;&#039;Lastrum Storm Bolter:&#039;&#039;&#039; A storm bolter that fires heavy bolter shells. Found on Aquilon Terminators and the Contemptor Achillus. It would be decent anti-MEQ firepower due to output and strength. Let down by its comparative lack of AP. Skip.&lt;br /&gt;
**For 5 pts, putting down 4 heavy bolter shots in rapid-fire range makes it a very efficient anti-infantry option for the points and puts it in serious contention vs the Infernus Firepike for Aquilons.&lt;br /&gt;
**Thanks to BS2 that is on average 3.33 (3.88 with Reroll 1) hits vs. the 3.5 of the Firepike at 12&amp;quot;. Beyond 12&amp;quot; the Pike gets useless. While S6 is certainly beneficial on wounding it comes together with charge Protection at a premium of 10 Points.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Ejector:&#039;&#039;&#039; More or less a Plasma Gun pretending to be a Heavy Flamer, with D6 S7 AP-3 D1 Autohits. As expensive as both weapons combined and now only found on the Exemplar&#039;s DCCW.&lt;br /&gt;
*&#039;&#039;&#039;Pyrithite Spear:&#039;&#039;&#039; A meltagun on a custodian spear. Utterly hilarious to use, especially when the bearers are FGLTC&#039;d right on top of a tank column. The fact that it&#039;s an assault weapon also means that Guard armed with these can get up the field much quicker than regular guard while maintaining their ability to shoot (and even a -1 to hit still gives you 5 MEQ-level meltagun shots), which helps them go hunting T7 vehicles like dreadnoughts. It should be noted this is extremely easy to kitbash if you have spare melta barrels, hell even if you have spare exhausts. Never pay FW prices for these. &lt;br /&gt;
*&#039;&#039;&#039;Spiculus Bolt Launcher:&#039;&#039;&#039; 24&amp;quot; 5 shots heavy bolter, but with D1 only. Found on the Telemon, it becomes Heavy 10 if the bearer didn&#039;t move during its turn.&lt;br /&gt;
*&#039;&#039;&#039;Spiculus Heavy Bolt Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 3 S7 AP-1 2D. Another Orion weapon. Again, it increases the versatility of the Orion as a fire support unit, this time allowing it to take on light vehicles and multi-wound infantry like Primaris Marines.&lt;br /&gt;
*&#039;&#039;&#039;Twin Iliastus Accelerator Cannon:&#039;&#039;&#039; Another Caladius gun; 60&amp;quot; Heavy 8 S7 AP-3 D2. The latest rules nerfed the Iliastus cannon&#039;s impact against vehicles and MEQs. However, the flat Damage value of 2 makes it way more reliable against multi-wound infantry. And let&#039;s be honest, the Caladius was too good for what it costed.&lt;br /&gt;
*&#039;&#039;&#039;Twin Las-Pulser:&#039;&#039;&#039; 24&amp;quot; Heavy 4 S8 AP-2 Dd3. Found on the dickbikes and the Exemplar, and the best choice for both of them due to potentially high shot output and high strength. Previously a fairly unpredictable weapon because of its random number of shots, it was nicely buffed by the August 2019 new rules.&lt;br /&gt;
**Note the Exemplar&#039;s gun is a Las-Puls&#039;&#039;&#039;a&#039;&#039;&#039;r, which is 20 more points but has +1 Strength and AP, as well as a foot more range. Since the Exemplar is only in the first batch of beta rules and the dickbikes are only in the second, it stands to question if you should use the old stats on the Dread&#039;s sheet or assume the new spelling (and thus stats) found on the bike take priority. Make sure to check with your opponent beforehand!&lt;br /&gt;
*&#039;&#039;&#039;Twin Lastrum Bolt Cannon:&#039;&#039;&#039; You know what it is. Lastrum Bolt Cannon with double shots.&lt;br /&gt;
*&#039;&#039;&#039;Twin Plasma Projector:&#039;&#039;&#039; Comes with the Telemon&#039;s fist. 12&amp;quot; Heavy2d3 S6 AP-2 D1 auto-hit. It seems to have been specifically designed to help the Telemon deal with GEQs (S6 = 2+ to wound, Ap-2 = 7+ save, D1 has no overkill). However, it isn&#039;t very good at this due to its unreliable and comparatively low shot output - you will struggle to kill 10 conscripts over two turns&#039; worth of shooting with one of these.&lt;br /&gt;
*&#039;&#039;&#039;Venatari Lance:&#039;&#039;&#039; 12&amp;quot; Assault 2 S6 AP-2 D2. Slight overkill on GEQs thanks to the D2 but can also do good work against MEQs and Primaris Marines thanks to its +2 strength and +1 AP over the Guardian Spear. It is also Assault, so you&#039;ll always get 2 shots and can fire it at MEQ-level BS when flying at full speed. A solid choice, but slightly overshadowed by the Destroyer. The better melee is what makes this shine.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auric Weapons&#039;&#039;&#039;&lt;br /&gt;
*;Castellan Axe: S+3(8) AP-2 D2 axe of crack and doom. Use when Strength 7 from the Guardian Spear isn’t quite cutting it, such as when you’re going toe-to-toe with Tyranid beasties or light vehicles. Wardens and Allarus Custodians with these can threaten any Heavy Support in the game.  Like the Spear, compatible with a Misericordia.&lt;br /&gt;
*:*Mathhammer-wise, axes are usually your best choice against T7/8 regardless of save or T4 with a 4++ or better, while spears shine against T1-3/5-6/9-10 models without a 4++ (due to improved penetration). The difference in damage output between spears and axes against T4 models without an invulnerable save is minuscule (6.25% worse against 2+ and equivalent against 3+), so you should always go full Castellan when facing pure MEQ armies and keep the spears for GEQ and things with 2+ saves, although it&#039;s bad form to make your list after knowing your opponent&#039;s. The general rule, if the Custodian can take an axe he takes the axe!&lt;br /&gt;
*;Guardian Spear: It&#039;s an S+2(7) AP-3 D2 melee weapon. In other words, effectively a master-crafted power axe/sword, and is your most standard weapon throughout the list. As such, it is a very effective weapon.  Like the Axe, compatible with a Misericordia.&lt;br /&gt;
*;Sentinel Blades: S+1(6) AP-3 D2; not as killy/strong as the Spear, but your only option if you take a Storm Shield. Same cost as the Spear with only a negligible difference in performance (since S7 is nearly meaningless compared to S6). A good option if you want to outfit a unit to hunt T4 meq and teq, since they will wound just as well as the spear but also get 2 pistol shots each in melee, which works especially well with the improved shooting profile of your bladegun. Take them when you want Storm Shields on a unit to sit there and never die.&lt;br /&gt;
*&#039;&#039;&#039;Interceptor Lance:&#039;&#039;&#039; Standard issue for your Jetbikes; identical to a Guardian Spear in every way except that it has no gun (the guns are on the bikes) and it allows you to add 1 to your to-wound rolls on the charge. Slightly less powerful than the previous re-roll to wound, but still tasty as hell, as you can now accumulate the +1 bonus with re-rolls of 1s from Trajann or a Dreadnought using the Wisdom of the Moritoi stratagem.&lt;br /&gt;
**Jetbikes have the {{W40Kkeyword|Fly}} Keyword, which means they can charge and attack flyers in melee. [[Awesome|Just think about that]].&lt;br /&gt;
*&#039;&#039;&#039;Misericordia:&#039;&#039;&#039; A power knife grants an additional attack at SU AP-2 D1 unless the model is equipped with a Storm Shield, and of course your base attacks can be made with it. That, and 30k Legio Custodes players won&#039;t skin you alive for [[Rage|actually having rules for the Misericordia]] [[Troll|and not using them]].&#039;&#039;&#039;FREE&#039;&#039;&#039;, because you are the Emperor&#039;s Special Boys. &#039;&#039;Think of it like a Custodes chainsword; the extra attack will kill an extra GEQ, and maybe the last wound off an MEQ, or Plague Marine. A lot more helpful if your Custodes doesn&#039;t have any other melee weapons&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
====Forge World====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Achillus Dreadspear:&#039;&#039;&#039; A brutal Sx2 (14) AP-3 Damage 3+d3 weapon. Prior to the 2020 FW Compendium they used to deal mortal wounds on the charge, but the various buffs it get were worth the loss. Perfect for hunting down large, single entities toughness 7 or less. [[Anal Circumference|Bend over and we&#039;ll make this quick.]] It can also handle T8-T13 thanks to its high strength, but if you charge a titan with it expect the Achillus to die immediately after attacking. &lt;br /&gt;
*&#039;&#039;&#039;Adrasite/Pyrthite Spear:&#039;&#039;&#039; An older Guardian spear, being that despite being Errata&#039;d to be D2 it&#039;s still S+1 rather than S+2 like the Codex versions.&lt;br /&gt;
*&#039;&#039;&#039;Galatus Warblade:&#039;&#039;&#039; A 3 Damage Power Sword that now allows your dude to do D3 additional attacks. Sounds pretty good, yeah? Now give it to a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Solerite Power Gauntlet:&#039;&#039;&#039; An upgraded power fist for Forge World&#039;s class of Custodes Terminator, the Aquilon. Essentially a power fist with Ap-4 and no -1 to hit roll. So, this means that from a unit of 3 Aquilons, you will get 12 strength 10 Ap -4 Damage 2 attacks hitting on 2s. Anything without a high invuln will evaporate. This makes the Aquilon your go-to footsloggers for killing big beasties like greater daemons or superheavies. &lt;br /&gt;
**You will generally take this on your Aquilons over the Talon as the price is really the only downside to it when comparing it to the Talon (and even then the gauntlet is only 4 points more expensive), while the higher strength, ap, and damage means it can tackle a much wider range of opponents and, really, going from wounding everything T6 and above on 4s and 5s to wounding everything below Reaver Titans on 2s and 3s will make a big big difference, both to your play style and your opponent&#039;s (funnily enough, people don&#039;t like the idea of leaving A4 WS2+ relic power fists alone).  &lt;br /&gt;
*&#039;&#039;&#039;Solarite Power Talon:&#039;&#039;&#039; A+1 S6 AP-2 D1, re-roll failed wound rolls. Now a quite decent choice if you want to gear your Aquilon for horde-crushing. It is very reliable for taking on GEQs as it can reroll failed wound rolls (which will only ever be the 1s), and Ap -2 means they don&#039;t get a save. It can&#039;t handle MEQs TEQs or vehicles as well as the Fist due to its lower Strength, AP, and only 1 Damage, although its ability to reroll all failed wound rolls does help it slightly against the MEQs and TEQs. If you take these, it will be because you&#039;re saving points for Misericordias on other units (the difference in points between the Talon and the Gauntlet is 4 - the same as a Misericordia&#039;s cost). In this lone case, combine them with the Infernus Firepike and have Aquilons with these go GEQ-hunting.&lt;br /&gt;
*&#039;&#039;&#039;Tarsus Buckler:&#039;&#039;&#039; Designed for destroying GEQs. Like the Power Talon, this is a S: 6 Ap: -2 melee weapon but 1 damage will limit the variety of opponents this can go up against. However, the reason you want to take this is for a) the kinetic destroyer (a two-shot S6 ap-2 D2 pistol with 18&amp;quot; range and what is basically a Volkite rule), and b) the fact that they provide a plain 2+ save, givin your golden birds of prey the toughness you expect from Custodes&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Telemon Caestus:&#039;&#039;&#039; [[TTS|&#039;&#039;&#039;IT&#039;S FISTIN&#039; TIME!!!!!&#039;&#039;&#039;]] *Ahem* The Imperial Fister for the Telemon Dreadnought, as the name suggests. The updated rules mean you now get +1 attack if you take two, which would translate to 5 Strength 16 AP-3 D4 attacks, and, like the Power Gauntlet, with no -1 to hit that you&#039;d usually see on a weapon like this. This means that, while unbalancing your force, Titans will fall to something more than half their height. Get your [[Troll]] face ready. (Seriously, this things wounds Imperial Knights on 2s).&lt;br /&gt;
*&#039;&#039;&#039;Venatari Lance:&#039;&#039;&#039; +1 STR, AP -3, Damage 2 and you can make an extra swing with it in melee. A more reliable Guardian Spear perfect to cut down Marines, but lacking access to the Piercing Strike stratagem means you will struggle against tough units.&lt;br /&gt;
&lt;br /&gt;
===Special Issue Wargear===&lt;br /&gt;
*&#039;&#039;&#039;Praesidium Shield:&#039;&#039;&#039; Nerfed yet again from absolute glory, these shields no longer offer an improved Invuln for your custodians. However, like the Bladeguard, these add +1 to their armor saves, effectively providing a 1+ save to your basic rank and file bananas (so 0+ in light/heavy cover). Is it still really powerful? Quite. It&#039;s just no longer the end-all be-all of protection, just like the basic storm shield.&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
Figures that the golden bananas would get the best toys - you have a jaw-dropping 13 Relics to choose from, and another based on your Shield Host, many of which are incredible. &lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relics of Terra&amp;quot;&amp;gt;&lt;br /&gt;
{{W40Kkeyword|Adeptus Custodes}} Characters only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Auric Aquilas:&#039;&#039;&#039; {{W40Kkeyword|BIKER}} models only. Their uber golden jetbike can sacrifice shooting and charging to move at twice the speed and allows them to re-roll failed charge rolls (or add +1 to that roll if they can already re-roll charges). This sadly no longer makes the jetbike captain as busted, but it&#039;s still insanely good for him.&lt;br /&gt;
*&#039;&#039;&#039;Castellan&#039;s Mark:&#039;&#039;&#039; Allows you to redeploy 2 units before the game starts. The Swarmlord had to give up a WT for this effect, and can only redeploy itself - you get it as a free Relic option, and can redeploy 2 units, including the bearer. Underrated relic, so commence smugness. &lt;br /&gt;
*&#039;&#039;&#039;Eagle&#039;s Eye:&#039;&#039;&#039; A special helmet that has special sensors that warn the bearer against danger, giving him an extra wound and a single-use 3++ save. Talk about a fall from grace, as this relic lost an insane lot in the rewrite, making for only a minor buff in durability.&lt;br /&gt;
*&#039;&#039;&#039;Fulminaris Aggressor:&#039;&#039;&#039; Vexilus Praetors only. Provides a new 6&amp;quot; bubble that gives friendly {{W40Kkeyword|&amp;lt;Shield Host&amp;gt; Core}} and {{W40Kkeyword|Characters}} the ability to ignore Light and Heavy cover.&lt;br /&gt;
*&#039;&#039;&#039;Gatekeeper:&#039;&#039;&#039; Replaces a guardian spear. The close-combat profile is the same, but the inbuilt bolter is an auto-hitting Rapid Fire 2 S5 AP-2 D2. The fact that it can auto-hit pretty much guarantees at least one or two dead marines a shot, making it perfect for thinning out a squad of MEQ, but not much more.&lt;br /&gt;
*&#039;&#039;&#039;Obliteratum:&#039;&#039;&#039; Replaces the Balistus Grenade Launcher, making it only useful on Allarus Terminators. Fires [[awesome|antimatter shells]] at 18&amp;quot; Assault 1 S10 AP-4 D3+d3 making it one of your few ranged weapons not mounted on a Land Raider or Forge World unit that has a good chance at hurting stronger vehicles. Might be worth it as an extra relic, but certainly not the only one you should take. &lt;br /&gt;
*&#039;&#039;&#039;Praetorian Plate:&#039;&#039;&#039; {{W40Kkeyword|TERMINATOR}} models only. The bearer gains +1 Toughness and once per battle during the Heroic Intervention step of any opponent&#039;s Charge phase, if there is an enemy model that isn&#039;t in engagement range of that character, you can set up the bearer of the Praetorian Plate within 3&amp;quot; of a friendly non-vehicle unit (note that it isn&#039;t discriminating on keywords, but there are all the other things you&#039;ll lose from an allied list) and within engagement range of said enemy model, counting as a Heroic Intervention move. An excellent way of forcing your opponent to reconsider whether or not he should charge that seemingly unprotected character. Amazing for fun games, but any decently experienced player will bubble wrap you like a veggie tales sing along.&lt;br /&gt;
** The Fun is here - Celestine might be fun, she now has a golden boyfriend to go with her Geminae Superia. Or maybe Grey Knights. A Nemesis Babycarrier Grand Master backed up with a Custodes might be quite funny. With Gate, these two will take the bonds of their friendship all over the place. In short - Either protect a small character (like those company commanders) or to support your distraction &#039;fex and make him even more killy.&lt;br /&gt;
**Do not use the teleporting trick lightly, as once you&#039;re in melee, there is no going back. If your opponent has encountered the Plate before and is smart enough, they will try to bait you into combat in order to clear the field. Sometime it&#039;s better to keep your captain where he is and let a unit face the storm alone. &lt;br /&gt;
*&#039;&#039;&#039;Veiled Blade:&#039;&#039;&#039; Replaces the Sentinel Blade. Shooting profile is the same, but it gains an extra AP, and makes two additional attacks in melee.&lt;br /&gt;
*&#039;&#039;&#039;Wrath Angelis:&#039;&#039;&#039; Vexilus Praetors only. Once per game during your command phase, the bearer can mark one point on the field. On &#039;&#039;your&#039;&#039; next command phase (your opponent gets their entire turn to walk away from it), you can roll a d6 for each enemy unit within 6&amp;quot; of the marker, +1 if they&#039;re within 3&amp;quot; of the marker and -1 if the unit is a {{W40Kkeyword|character}}; a 2+ deals d3 mortal wounds and a 6 deals a whopping d6 mortal wounds.  The point of this is to drop the marker on an objective in the hopes of scaring your opponent away from it, but an average of 1.92 mortals base (1.33 against characters who aren&#039;t within 3&amp;quot;) and 2.83 mortals within 3&amp;quot; once ever just... isn&#039;t a lot.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Relics of the Vigil&amp;quot;&amp;gt;&lt;br /&gt;
{{W40Kkeyword|Anathema Psykana}} Characters only, leaving this only on...the Knight-Centura.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Voidsheen Cloak:&#039;&#039;&#039; The only one that doesn&#039;t replace a weapon, this gives you a 4++ and enemies take a -1 to hit and wound against this bearer.&lt;br /&gt;
*&#039;&#039;&#039;Excruciatus Flamer:&#039;&#039;&#039; Replaces the Witchseeker Flamer. This flamer deals a constant 6 hits at S6 AP-3, letting you to demolish hordes like paper and even harm things upwards without a lot of hassle.&lt;br /&gt;
*&#039;&#039;&#039;Raptor Blade:&#039;&#039;&#039; Replaces the executioner greatblade with an S+3 AP-4 D2 whopper made to rip through MEQ.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Adeptus Custodes&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Master of Martial Strategy:&#039;&#039;&#039; Allows you to gain a CP on a 5+ each turn and a once-per-game reshuffle of Martial Ka&#039;tahs, though it won&#039;t let you use them multiple times. That former one is an incredibly useful one for an army as reliant on stratagems as yours. Trajan gets this as his second WT when he&#039;s called a Warlord of a pure Custodes detachment.&lt;br /&gt;
#&#039;&#039;&#039;Champion of the Imperium:&#039;&#039;&#039; Your warlord gets an expanded Heroic Intervention range and can re-roll to hit. This expanded Heroic Intervention range means absolutely nothing to a blade champion, but even a shield captain wouldn&#039;t see much use to this aside from being affected by their own auras. After all, you have your troops to intervene for you. Trajan uses this WT.&lt;br /&gt;
#&#039;&#039;&#039;Superior Creation:&#039;&#039;&#039; Proof that not all Custodians are created equal. The cellular alchemy that made this hero means he gets a 5+++ on all wounds. Put this on a Jetbike or Sword+Board Shield-Captain for THE tankiest non-named HQ choice in the game!&lt;br /&gt;
#&#039;&#039;&#039;Impregnable Mind:&#039;&#039;&#039; Allows the warlord to Deny the Witch and count as two additional models when capping. This will likely be the one you&#039;ll pick the most if you&#039;re worried about psykers and don&#039;t trust your sisters to hunt them down.&lt;br /&gt;
#&#039;&#039;&#039;Radiant Mantle:&#039;&#039;&#039; -1 to hit the bearer. Never a bad option and can be maddening for the enemy to deal with, which can tamper with buff auras. Doesn&#039;t stack with the Vexilla anymore, so this gives some independence now. &lt;br /&gt;
#&#039;&#039;&#039;Peerless Warrior:&#039;&#039;&#039; Deals a mortal wound on a 6+ to wound and enemies can&#039;t re-roll their saves. While this isn&#039;t much, it can be more of an issue for enemy characters. Valerian uses this WT.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Anathema Psykana&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Oblivion Knight:&#039;&#039;&#039; Grants a new 6&amp;quot; aura that allows friendly {{W40kKeyword|Anathema Psykana Infantry}} to add +1 to advance and charge rolls, as well as allowing her to re-roll 1s to wound. This makes a sword knight-centura to offer a lot more to her vigilators, giving them a better chance to reach the foe as well as benefiting from her own aura. Aleya uses the WT.&lt;br /&gt;
#&#039;&#039;&#039;Silent Judge (Aura):&#039;&#039;&#039; A small 3&amp;quot; aura that robs enemies of ObSec and makes them take a -1 to combat attrition. If you have a means to trap an enemy, this can make sure that your sisters can lock down a point and crush the enemy.&lt;br /&gt;
#&#039;&#039;&#039;Mistress of Persecution (Aura):&#039;&#039;&#039; A 6&amp;quot; aura that gives nearby {{W40kKeyword|Anathema Psykana Infantry}} light and heavy cover as well as adding +3&amp;quot; to the range of their guns. This gives you more reason to group her with prosecutors and witchseekers. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Common keywords are {{W40Kkeyword|IMPERIUM}}, {{W40Kkeyword|ADEPTUS CUSTODES}}, and {{W40Kkeyword|&amp;lt;SHIELD HOST&amp;gt;}}. Sisters of Silence all share {{W40Kkeyword|ANATHEMA PSYKANA}}.&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Shield-Captain:&#039;&#039;&#039; Your basic captain, providing you with everything you need to take on the worst of the worst. The &#039;&#039;Arks Of Omen&#039;&#039; update lets you bypass the &amp;quot;one captain of each type&amp;quot; rule by spending a CP, if you&#039;re thinking of doubling up on Jetbike Captain-Commanders or even basic Shield-Captains upgraded buff vectors. &lt;br /&gt;
**&#039;&#039;&#039;Captain-Commander (Upgrade):&#039;&#039;&#039; As with the other character promotion stratagems of 8th, this is becoming a baked-in feature for the new codex. However, unlike other codices, your choice in loadout for the Shield-Captain will also influence which of three promotion options they can pick from. All of them cost 1 Power Level and a certain set of points.  Each Captain lists the upgrades they can take.&lt;br /&gt;
**&#039;&#039;&#039;Shield-Captain&#039;&#039;&#039;: Your standard HQ and a fairly good one. For 110 points (with spear) you get a melee monster packing that sweet Custodes statline with 7 Wounds and 6 attacks. He has the Aegis of the Emperor and Inspirational Fighter special rules, the latter being your usual re-roll of 1 to hit to all {{W40Kkeyword|&amp;lt;SHIELD-HOST&amp;gt; CORE}} units within 6&amp;quot; aura. You can gear him with a Guardian spear, Castellan axe, or Sentinel blade/Storm shield combo, and can always supplement this with a Misericordia.&lt;br /&gt;
**;Inspirational Exemplar: Improves the range of the buff aura by +3&amp;quot;. Considering the value of this buff aura, it&#039;s convenient for supporting your troops.  Usually the best option here - it radically reduces the extent to which you need to keep up with whatever you were buffing.&lt;br /&gt;
**;Master of the Stances: Provides the commander a hook-in to that new ka&#039;tah system by allowing one {{W40Kkeyword|Adeptus Custodes Core}} or {{W40Kkeyword|Character}} unit within 6&amp;quot; in the Command Phase to use both stances of their current ka&#039;tah.&lt;br /&gt;
**;Swift as the Eagle: This allows the basic commander to charge after advancing. Considering that you won&#039;t have any teleporter and might lack transports, you&#039;ll have plenty of reason to consider this, but it&#039;s still the worst option here - you&#039;re a lot better off with using either of the other two traits to support your army doing the murdering for you.&lt;br /&gt;
**&#039;&#039;&#039;Allarus Terminator Armor&#039;&#039;&#039;: The &#039;&#039;&#039;THICC&#039;&#039;&#039; version. Same stat line with an extra Wound, but you get the signature Balistus grenade launcher and From Golden Light special rule from the Allarus Terminators (for only 15 points more than the vanilla version at 125 points). You lose the Sentinel blade/Storm shield option, but the Eagle&#039;s Eye can fill in for it without making you give up any offensive capability. (Here&#039;s the humongous golden terminator daddy you&#039;ve always wanted.)&lt;br /&gt;
**;Bane of Abominations: +1 to wound against enemy {{W40Kkeyword|vehicle}}s, {{W40Kkeyword|monster}}s, and {{W40Kkeyword|character}}s. A basic boost for a beatstick captain.&lt;br /&gt;
**;Defiant to the Last: +1A while missing any wounds but above half (so 4-6 wounds remaining),+2A while at half or fewer wounds remaining (so 1-3 wounds remaining).  This is an unfathomably bad idea, because all it does is encourage your opponent to do what they should be doing anyway, i.e. committing to killing you or not wasting resources trying - and this doesn&#039;t do anything on the turn you deep strike in to wreck face.  Either of the other two traits will reward &#039;&#039;you&#039;&#039; for playing competently, which is much better.&lt;br /&gt;
**;Unstoppable Destroyer: &#039;&#039;&#039;&#039;&#039;IT&#039;S THE JUGGERNAUT, BITCH!&#039;&#039;&#039;&#039;&#039; This increases the range of the model’s Pile-ins and Consolidations by 1”, and also adds a ton of flexibility for movement. When piling in or performing a Heroic Intervention, the model can move in any direction (even if already base to base with something) as long as it ends up in Engagement Range of an enemy unit. Reliably the best of the three choices here, due to the incredible utility involved in waltzing into, out of, and through melees to be exactly where you want to be.&lt;br /&gt;
**&#039;&#039;&#039;Dawneagle Jetbike&#039;&#039;&#039;: This Pimpstodes is a Shield-Captain with the usual +2 FUCKING WOUNDS BITCHES and +1 Toughness bonuses and 14&amp;quot; move from the Dawneagle jetbike. His wargear options are limited to the Interceptor lance and misericordia, but who cares? You will hit harder than any Castellan axe on the charge. Sadly the Auric Aquilas no longers provides that sweet 3++ save, but re-rolling charge distances is still a good investment.  This is [[Chapter_Master_Smashfucker#8TH_EDITION:_CAPTAIN_SMASHFUCKER_GOES_BANANA|Captain-Commander Smashfucker]].&lt;br /&gt;
**;Ceaseless Hunter: Allows the captain to charge after falling back, which is the ideal role for a captain. However, the Solar Watch makes this redundant.&lt;br /&gt;
**;Fierce Conqueror: The captain gains two extra attacks if he&#039;s close to an enemy unit of 6+ models, giving him a bit of an edge when dealing with mobs of any sort, and proving GW is bad at math: this takes you from 5 spear attacks and 1 misericordia attack to 7 and 1 when it triggers, but Tip of the Spear takes you to the equivalent of 6.81 spear attacks and 1.28 misericordia attacks, meaning your total output against the chaff Conqueror is meant to help you against is higher with Tip.  Never take this.&lt;br /&gt;
**;Tip of the Spear: The alpha-strike upgrade, you&#039;re taking this to take offensive advantage of the jetbike captain. If he charges or heroically intervenes, you can re-roll 1s to hit or wound.  Easily the best option here.&lt;br /&gt;
*&#039;&#039;&#039;Blade Champion:&#039;&#039;&#039; The new hero introduced in the Shadow Throne box, he&#039;s billed as being even more of a beatstick than the shield captain and with 6 attacks, he&#039;s more than ready for the job. Melee is his stomping ground, as he not only has an expanded intervention range like the [[Emperor&#039;s Champion]] but also a hyper-tanky +1 to saves when fighting in melee and can&#039;t be hit on a 1-3 at any point. He also helps fellow {{W40Kkeyword|&amp;lt;SHIELD HOST&amp;gt;}} units by giving them +1 to charge rolls if they target the same unit as the champion. Each one comes with a vaultsword he can use in one of three different styles tailor-made to kill whomever he faces, listed below.  His one weakness is at range: not only is he not issued a gun with his sword, but he gains nothing against shooting. You absolutely 100% &#039;&#039;need&#039;&#039; to get him a transport (or a badass, thundering arrival from golden light DS) so he can approach whoever he&#039;s needed to kill.&lt;br /&gt;
*;Behemor:S+2(7) AP-4 D2, auto-wounds {{W40Kkeyword|monster}}s and {{W40Kkeyword|vehicle}}s on 4+ to hit.&lt;br /&gt;
*;Hurricanis:Ax2 SU(5) AP-1 D1.&lt;br /&gt;
*;Victus:S+1(6) AP-4 D3, re-rolls wounds against {{W40Kkeyword|character}}s.&lt;br /&gt;
*Shower thought: Since he can only get hit on 4s, and we have a stratagem that allows us to only be wounded on 4&#039;s, the Blade Champion may actually be the single best distraction carnifex we have. Even Ghaz will struggle to bring him down. Go with Lockwarden warlord trait, open a bottle of Diet Kek, and enjoy the salt as you explain to the Ork player that his model hits like a Guardsmen and wounds like a marine, while subtracting 1 from the attacks and being able to slice right through his invulnverable save!&lt;br /&gt;
*&#039;&#039;&#039;Knight-Centura:&#039;&#039;&#039; Now that the Sisters of Silence are being officially integrated into the codex, this means that you can actually create a detachment full of Sisters. She has a selection between a pretty fierce sword that lets her hit almost as hard as a custodian, an AP-1 flamer, or an AP-1 D2 bolter. She also contains a lieutenant-like aura that lets her sisters re-roll 1s to wound.&lt;br /&gt;
**If you&#039;re taking her, it&#039;s entirely to support your sisters. Unlike the Shield-Captain, you can&#039;t use her as a budget warlord and require a stratagem in order to claim a WT in a mixed army. Her loadout is limited entirely to one of three weapons, forcing you to pick out one and leave the sisters unlike her to dry.&lt;br /&gt;
&lt;br /&gt;
====Named Characters====&lt;br /&gt;
*&#039;&#039;&#039;Captain-General Trajann Valoris:&#039;&#039;&#039; Your [https://www.youtube.com/watch?v=ESBXOOMi7SE&amp;amp;t=2m40s big boss]. With a Shield-Captain’s stat line, W8, Ld11, and a 5+++ FNP, he is no slouch. His Watcher&#039;s Axe is an S10 AP-3 D3 castellan axe (whose shooting is also boosted to S5) and his Legendary Commander ability is an aura granting re-rolls of 1 to hit and wound to all {{W40Kkeyword|CORE ADEPTUS CUSTODES}} units within 6&amp;quot; of him. At 200 points with the most recent rules updates, he serves as much more of a side-grade to a normal Shield-Captain than he previously did, costing almost twice as much as them for his enhanced combat and utility power. He also serves as a mandatory warlord, and if he&#039;s in a mono-Custodes army he can claim two WTs.&lt;br /&gt;
** He also carries something called the Moment Shackle that can do one of the following once per game:&lt;br /&gt;
*** Allow him to fight a second time at the end of the Fight Phase. A little situational, as unless he&#039;s facing your opponent&#039;s warlord or something really tough that&#039;ll kill you next turn (like a Primarch), his extra round may end up being overkill.&lt;br /&gt;
*** Negate any damage taken by one attack. If you&#039;re really desperate to avoid like a hammerhead railgun or tank, this might buy you a turn to approach the enemy.&lt;br /&gt;
*** Allow him to fight right after an enemy fights, but only if he didn&#039;t fight before. Only useful in an instance where he just got charged.&lt;br /&gt;
**One extremely important detail is the {{W40Kkeyword|&amp;lt;SHIELD-HOST&amp;gt;}} tag Trajann gets as a keyword, meaning he can be fielded in any Custodes sub-faction and benefits from &#039;&#039;all&#039;&#039; the Fighting Style bonuses for your army. [[Awesome|He can steal whatever Fighting Style he needs using the Esteemed Amalgam strat if you&#039;re playing the Emperor&#039;s Chosen host]]. Gone are the days when other characters could easily slap our boss in a duel.&lt;br /&gt;
*&#039;&#039;&#039;Shield-Captain Valerian:&#039;&#039;&#039; Character from the Watchers of the Throne novel. Features a Shield-Captain statline, an AP-4 Guardian Spear that prevents the target from using rules preventing the loss of Wounds (e.g. FNP or Ghazghkull&#039;s &amp;quot;no more than 4 wounds per phase&amp;quot; ability), which doesn&#039;t affect most abilities reducing Damage as they directly lower the Damage value of the weapon. He also gets a once-per-battle &#039;&#039;round&#039;&#039; re-roll to hit, wound, save, or charge from his shiny laurels, which is a straight buff over the previous iteration. His best aspect, however, is his ability to never be wounded on a 1-3, making him super tanky without needing terminator armor.&lt;br /&gt;
**Just like Trajann Valoris, Valerian isn&#039;t bound to any particular Shield-Host, which lets you pick him for your army whatever your favourite flavour of banana may be.&lt;br /&gt;
*&#039;&#039;&#039;Tanau Aleya:&#039;&#039;&#039; Valerian&#039;s Bff. One of the narrators of the Watchers of the Throne novel, Aleya is essentially a Knight-Centura with a 5++ Invuln, a misericordia and a slightly stronger executioner greatblade. Her chief boost is her ability to always fight first, which she&#039;ll need before getting hit back, but she can always fight one last time before she goes down. Her Oblivion Knight WT isn&#039;t too bad either, as it provides all {{W40Kkeyword|INFANTRY ANATHEMA PSYKANA}} units around 6&amp;quot; with a +1 bonus to advance and charge moves and allows here to reroll wound rolls of 1.&lt;br /&gt;
&lt;br /&gt;
===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Custodian Guard Squad:&#039;&#039;&#039; - 9th ed has changed things subtly for the banana men, with A3 (+1 with the Vexilla, and a bonus attack with the free Misericordia) WS2+ S5 T5 Sv 2+/4++ W3. Your basic troops are still tonka-tough and more elite than the Elite section of Space Marines. &lt;br /&gt;
**You have two options for your loadout, either the Spears (A3 S7 AP-3 D2, comes with a rapid fire gun), plus a free Misericordia, or the Sword (A3 S6 AP-3 D2, comes with a pistol) and Shield, which adds +1 to your armour saves. The Spear comes with an extra Misericordia attack, and the gun has twice the shooting range of the Sword, but both have 2 shots at 12&amp;quot;.  &lt;br /&gt;
**If you&#039;re dedicated to bringing shields, then park them in cover next to an objective for 0+ armour saves and drink salty space marine tears as even Primaris bolters are now just as effective as lasguns. &lt;br /&gt;
**Ld11 means that you will &#039;&#039;&#039;&#039;&#039;never&#039;&#039;&#039;&#039;&#039; flee, barring Leadership shenanigans.  &lt;br /&gt;
*&#039;&#039;&#039;Custodian Guard with Adrasite and Pyrithite Spears&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Previously an Elite slot, now Troops. Functionally regular old Custodians with Spears but replace the bolter with one of two things. The Adrasite is an 18&amp;quot; Assault 1 S5 AP-3 D3 weapon. It&#039;s more efficient at taking down primaris, terminator, and gravis-like units. The other option is the Pyrithite Spear, which is a Guardian Spear with a god-damn meltagun attached. Great for after piling out of a Coronus to turn that troublesome Knight your opponent plopped down to slag. Just keep them out of sight; they may have Custodian durability, [[Distraction Carnifex|but the threat of BS2+ melta is all but guaranteed to draw most of your enemy&#039;s fire for as long as they exist]]. You are putting more points into a single model, but you get the ability to turn vehicles to slag - something Custodes have very few options for. They are still strong on the move as both guns are assault weapons and you are still Custodians with Spears when it comes to melee. If you don&#039;t have a Telemon or Land Raider they&#039;re arguably a must-take, even more with the deep strike stratagem.&lt;br /&gt;
**Unfortunately, the new codex does make these guys show their age, as their spears are sorta stuck on the old 8E statline at S+1, though that doesn&#039;t really matter too much.  On top of that, these dudes haven&#039;t been included in non-Forge World points updates, making them more expensive base in addition to having to pay extra for a Misericordia, whereas your regular Custodians get them for free now.&lt;br /&gt;
*&#039;&#039;&#039;Sagittarum Custodians&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Custodes with guns. Take the basic Custodian Guard and give him an Adrastus Bolt Caliver instead of a spear. The most recent buffs have finally given a reason to take them over the spears, since they are now combi-heavy bolters with the Disintegration beam mode dealing a flat D3. Besides, now that they&#039;re troops the Custodes have a dedicated objective holder for a Battalion. Unlike the 30k version, they also don&#039;t sap precious Heavy Support slots from Caladii or Telemons, meaning they can be used as a backup unit for a gun-line. They are 50 points per model as opposed to 49 points base for spear Custodian Guard and not as effective in melee against TEQ and MEQ. You want them in the backfield to hold objectives or stay in the back, but they can take Misericordias if you expect flank attacks. Better than the Custodian Guard? Not necessarily, but they perform different enough roles and they both succeed. A solid troops choice.&lt;br /&gt;
**On the surface, these guys can appear to be much worse in combat than their basic Custodian Guard counterparts, but the rules do not prevent you from using your Misericordia on all of your attacks in combat, which for only 3 (or 0) points turns your 3 AP0 attacks into 4 AP-2 attacks. This is usually well worth the upgrade. &#039;&#039;&#039;The Misericordia is free now if you have a permissive opponent&#039;&#039;&#039; (see below), so you may have no reason to not take it. The Banana Guards are now better Assault Marines, coming with AP-2 Chainswords, and assault combis that will disintegrate terminators. &lt;br /&gt;
***Misericordias:  Custodes have an official points update [https://www.warhammer-community.com/wp-content/uploads/2022/01/9LnABKYkG1Mz6oFs.pdf here] that makes Misericordias free for everything &#039;&#039;in the codex&#039;&#039;, and there&#039;s a designer&#039;s note stating that Misericordias are intended to be free across the board for everything, but the pdf &#039;&#039;doesn&#039;t&#039;&#039; actually make them free for anything not in the codex, which is all of your Forge World options.  If you can persuade your opponent to honor the designer&#039;s note, then you can take free Misericordias, but if your opponent is a stickler for RAW, then indisputably the RAW is that Forge World units, including this one, still have to pay for them.&lt;br /&gt;
**As of the 9e, the battlefield is smaller in 1000pts, so basically, their Caliver can shoot anywhere. Most significantly (in 9th) advancing and firing both weapon profiles applies a total of -1 to hit. Most of the time, you should be doing this. Doubly against enemies that apply a penalty to attack rolls already.&lt;br /&gt;
*&#039;&#039;&#039;Prosecutors:&#039;&#039;&#039; The firing squad, snipers, and cheapest of the sisters. These girls are probably most useful for you as Custodians, as they allow you to take down at least a couple of the enemy’s psykers before your custodians get closer and they start smiting 50-100 points per psychic phase. Also helpful for killing said psykers without sending a 5-man Guard squad to chew through bubble wrap for two turns, all the while taking losses from the psyker they guard. Bear in mind, however, that their bolters are just bolters, so will utterly wilt against high toughness and/or saves. Due to the FOC limitations of getting sisters, you&#039;ll be keeping them shielded by the custodians so they can keep firing away without interruption.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
*&#039;&#039;&#039;Anathema Psykana Rhino&#039;&#039;&#039;: A basic Rhino with the familiar features: smoke launchers, a storm bolter, and can take a hunter-killer missile (which is the only anti-tank weapon in a pure Sisters list). Almost necessary for Vigilators, as their T3 isn&#039;t doing them any favors, power armor or not. Drop off the ladies, charge with the Rhino first to eat overwatch, and then have the Vigilators charge in to clean up. Also useful for obscuring sightlines and blocking off chokepoints, which helps keep your somewhat expensive, relatively fragile Sisters alive.&lt;br /&gt;
*&#039;&#039;&#039;Coronus Grav-carrier&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The new rules shifted it from a Heavy Support pick to a Dedicated Transport, I shit you not. This monster is now fully spammable, and it&#039;s only gotten better! Though it lost its FNP, its invuln went up to 5++ and got a massive price reduction on top of all this. In addition to its Twin Lastrum Bolt Cannon (+1S and AP over a regular Twin Heavy Bolter), its main gun is a bit different now. The Burst mode vomits 6 S5 AP-2 shots and the Beam mode is now an interesting S7 AP-4 D3 gun that re-rolls Wounds against {{W40Kkeyword|VEHICLE}}s, as opposed to just being a massively over-costed Twin Lascannon. Can still carry only 6 of your {{W40Kkeyword|INFANTRY}}, but since you pretty much always take minimum-sized squads anyways, that&#039;s not much of an issue.&lt;br /&gt;
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===Elites===&lt;br /&gt;
The majority of Custodian units are Elites, from Wardens to SuperDreads. Consequently, your main detachment will probably be the Vanguard.&lt;br /&gt;
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*&#039;&#039;&#039;Allarus Custodians:&#039;&#039;&#039; Custodians in Terminator Armor...with four wounds each and equipped with balistus grenade launchers in addition to their guardian spear/castellan axe...and can deep strike without needing the Stratagem to do so. Ouch. They&#039;re designated character killers, with Slayers of Tyrants allowing them to move towards the nearest character when piling in and consolidating even if the character isn&#039;t the nearest enemy model.&lt;br /&gt;
**These guys can do some surprisingly strong work, since you don&#039;t need to pay any CP to deep strike them, and their guns aren&#039;t shit.  The key selling point is that the launcher is &amp;quot;free&amp;quot; (i.e. it&#039;s baked into their cost), so when they deep strike to get the launcher in range, one 65-70 point model shooting anything all 3 points of penetration will count against, such as a TEQ, will do the work of two spears at once - which would otherwise cost you more points, since you&#039;d have to pay for someone to carry it.  Take Allarus Custodians if you want an elite unit to disrupt and distract enemies, with deep strike, that can hunt down Characters.&lt;br /&gt;
**These guys should really be Dread Host, 2 units deep striking with an allarus captain each rerolling the charge roll is a pretty terrifying threat particularly if your shield captain has Admonimortis.  &lt;br /&gt;
*&#039;&#039;&#039;Aquilon Custodians&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; More traditionally armed Custodian Terminators, bringing a Lastrum Storm Bolter and a Solerite Power Gauntlet, which is a AP-4 power fist with no -1 to hit. They have the option of taking a Solarite Power Claw instead, a +1S Lightning Claw with plus 1 attack, to cut their cost down a bit and can also swap the Bolter out for either a Twin Adrathic Destructor, a strange, expensive Assault 2 S5 AP-3 D3 weapon, or the Infernus Firepike a +1S Heavy Flamer with &#039;&#039;15&amp;quot; range&#039;&#039;. And you can load up all 6 of these super bananas with them! Do what every terminator enthusiast has wet dreams about and deepstrike a half dozen super heavy flamers exactly where you want them to be and carbonize your opponent&#039;s entire infantry contingent and then proceed to charge their artillery piece to turn it into mulch with their power gauntlets. Oh, and you can still take a Misericordia on each, of course.&lt;br /&gt;
**The Aquilons are easily the most versatile and powerful infantry unit available to Custodes. Primaris Marines? Take the gauntlets and eventually some destructors. Hordes? Solerite talons and Firepikes are here for you. They are still quite expensive when fully geared, but they can get any job done if you use them well.&lt;br /&gt;
**In 9e, we are going to be seeing a lot of Terminators in competitive Custodes builds. The question is which we will be seeing, and why. The Allarus Terminators have the advantages of being cheaper (by at least 10 points per model) and have a strat allowing them to target characters with their powerful shooting. This strat is not shared by their Aquilon brothers and is a real downside when you consider how easy this makes it to shut down re-roll buffs and psykers. The Aquilons, do not gain access to as many strats, however, they have many of the most interesting and powerful weapons we have, notably the Storm Bolter and Gauntlet build, which can put out insane damage with a small amount of CP support. The Allarus is better at character killing, and good all-rounders for their points, however, the Aquilons can be built to take on more specific types of foes. Choosing between these 2 units therefore requires some thought as to what you want the unit to actually do.&lt;br /&gt;
**The wording of several of our new WotS strats helps these guys&#039; damage output significantly, and it is worth discussing quite how powerful they now are. &lt;br /&gt;
***Thanks to Slayer of Nightmares, for 1CP we can gain a +1 to wound against anything with a T higher than 5 in the Fight Phase. This is essentially every vehicle and scary monster in the game, which means the talons wound on a 4 against Knights, and the Gauntlets now wound them on 2+. A squad of 4 with Gauntlets (16 attacks) is likely to mortally wound, if not kill a knight outright with 16 attacks, hitting and wounding on 2s at AP-4. &lt;br /&gt;
***The second strat to look for should be Superior Fire Patterns (also 1CP), which doubles the shots on their Lastrum Storm Bolters. This makes the storm bolters Rapid Fire 4 (giving 8 shots PER MODEL at half range!). A squad of 4, therefore, puts out the equivalent of 32 D1 Heavy Bolter shots at 12&amp;quot; range. It goes without saying that emerging from Deep Strike and dropping this is an incredible chaff clearer.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor-Achillus Dreadnought&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Though it may have lost the almighty D in its transition to 40k, the Achilus Dread still keeps its reputation as a melee monster. His shooting weapon is a 24&amp;quot; Heavy 2 S8 AP-2 D3 weapon, which means that in a pinch it can also provide some much needed anti-vehicle firepower as it gets close to the enemy. The 2 Lastrum Storm Bolters aren&#039;t quite as powerful (a Combi-Bolter with +1S and AP) but the extra shots never hurt, and actually help the Achillus put the hurt on GEQs and MEQs without needing to get up close and personal. You can replace either of the Storm Bolters with an Infernus Incinerator or a twin-linked Adrathic destructor, both costing 10pts. Anyway, once in melee this guy an absolute beast as it packs 5 attacks with S14 AP-3 d3+3 damage, enough to reduce most targets to slags. Deep strike it with From Golden Light They Come on turn 2, and it will fuck shit up in no time, especially with the bonuses from the Eternal Penitent stratagem. And because GW sometimes do things right, the Achillus received the Custodes version of the &#039;&#039;Duty Eternal&#039;&#039; special rule : &#039;&#039;Guardian Eternal&#039;&#039; reduce the Damage taken by your Dreadnought by 1 (to a minimum of 1).&lt;br /&gt;
**At 160pts with the dreadspear and 2 Lastrum storm bolters, the Achillus is just a bit over a Venerable dread but gets &#039;&#039;&#039;much&#039;&#039;&#039; more hitting power and versatility, while being harder to take down with multi-Damage attacks. &lt;br /&gt;
**Assuming you pick the twin Adrathic destructors, an Achillus can throw 11 attacks, [[Awesome|each with a minimum Damage value of 3]], for just 180 points. This makes the Spearnought one of the most cost-effective unit in the whole army when it comes to annihilating vehicles and heavy infantry.&lt;br /&gt;
*&#039;&#039;&#039;Contemptor-Galatus Dreadnought&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The new dread on the block is a sword and board monster. Its Galatus Warblade functions both as a +1S Twin Heavy Flamer and as a D3 Power Sword that gives you d3 extra attacks. Yep, old school &#039;&#039;Rampage&#039;&#039; is back baby! Its shield not only gives it 4++ but also inflicts a -1 to hit penalty on anyone attacking it in melee AND it also get the new &#039;&#039;Guardian Eternal&#039;&#039; for extra durability. This combined makes it a fantastic candidate for either From The Golden Light They Come or the Dreadnought slot on an Orion, as it will be a dead weight until it can close with the enemy and has no business footslogging across the field.&lt;br /&gt;
**With its extra attacks, flamers, and high resistance, the Galatus is the Dread you need to deal with hard-hitting units with T6 or less. S7 isn&#039;t enough to efficiently dispatch monsters or vehicles but okay for everything else, so use it as an anchor to dissuade TEQs from coming too close.&lt;br /&gt;
*&#039;&#039;&#039;Custodian Wardens:&#039;&#039;&#039; Tougher Custodian Guard that get a 6+++ FnP and +1 A and Ld as well as blocking LoS for nearby custodes characters. You know, because all those invulnerable saves didn&#039;t make them tough enough to kill already. They also trade access to storm shields for access to the castellan axes, just in case you wanted an extra unit for tank/big thing hunting. The misericordias are now an option, so feel free to dismiss them if you&#039;re running short on points. Still, they&#039;re good to finish off that one model on a single wound, without having to waste your more useful attacks.&lt;br /&gt;
**As of the 9th edition Codex (January 2022), the difference in cost between a Spear Guard and a Warden is 5 points - from 45 to 50.  This means you take, at best, 16.67% less damage (less as incoming damage tends to exceed 3 - for example, a lascannon will deal about 6.67% less). The only other differences are in melee (the Warden has 33.33% more spear swings) - and you have no good way to get these guys there, so you &#039;&#039;should not&#039;&#039; be looking at these guys as dedicated melee.  Axes have a similar problem - they&#039;ll get you more melee bang for your buck against many opponents, but you&#039;re still paying more points for more melee output from something too slow to guarantee you melee on your terms. On the other hand...the entire army is dedicated melee anyway and they&#039;re no longer that much more expensive than a Custodian Guard squad.&lt;br /&gt;
**Check out the Forgeworld Orion Gunship and Coronus Grav-carrier, the vehicles are very expensive but so good that the extra threat per model of Wardens would be worthwhile in them.&lt;br /&gt;
**If you already have a Battalion, it may be worth using Vanguard detachments and Wardens instead of Custodian Guard Battalions. Though you increase in (minuscule) points per model and lose access to Sentinel Blades and Storm Shields in exchange for the buffs and Castellan Axes, you do reduce your HQ tax by one HQ, ultimately saving you space and points.&lt;br /&gt;
*&#039;&#039;&#039;Venerable Contemptor Dreadnought:&#039;&#039;&#039; Uber Contemptor dreadnought. It does dreadnought things but with a 5++  and the ability to ignore regular wounds on 6s (being nearly as tough as some Nurgle followers) thanks to the &#039;&#039;&#039;Unyielding Ancient&#039;&#039;&#039; special rule. With the From Golden Light They Come stratagem, you can now deep strike these guys right up in your opponent&#039;s face and force them to deal with it.&lt;br /&gt;
**Your heaviest hitting non-FW melee unit coming in at S14 with its melee weapon, and although your army is hitting with at least S5 ap-2 D1 this is not enough to take big beasties like Magnus down in one or two rounds of melee. Its incredible durability also allows it to play the role of distraction Carnifex (most custodes units can play the role of a distraction Carnifex better than an actual Carnifex), especially as deep striking one of these behind enemy lines will guarantee that your opponent is distracted. Also useful for killing vehicles, since its multi-melta is a far cheaper alternative to bringing along a Land Raider and got a lot buffed in this edition: deep striking a beast with 2 shots 2+to hit S8 AP-4 DD6+2 is something scary (potentially 16 wounds).&lt;br /&gt;
*&#039;&#039;&#039;Vexilus Praetor:&#039;&#039;&#039; Like their Marine cousins, the Vexilla bearers are going it alone as Characters now. Makes a huge difference to the custodes as before your banner had to be part of a unit and the +1 attack only affected that unit, and now you&#039;re not limited to one per detachment anymore. They can also keep their weapon now and have the option to take a sword, axe, spear or storm shield. It can be taken wearing Allarus Terminator armor so you can deep strike that aura anywhere you want and also really take advantage of the Vexilla Teleport Homer stratagem. They lose their close combat weapon but get the grenade launcher and can still take a Misericordia. Gloss over the impossibility of the custodian being able to hold a Misericordia, Storm Shield, and the Vexilla all at one time while in combat, this is a setting where green things fix robots by whacking a piece of metal with a spanner. Unlike the Ancients, however, they get a choice of three different Vexillas, each with a specific effect. With the release of the Munitorum Manual FAQ in February 2021, the point cost of some vexillas have been included in the Praetor&#039;s base cost.&lt;br /&gt;
*;Vexilla Imperius: Allows {{W40Kkeyword|&amp;lt;SHIELD HOST&amp;gt; Core}} or {{W40Kkeyword|Character}} units within 6&amp;quot; to make an extra attack. Effectively the old banner but with an AOE effect, thereby making it superior as you can have it affect more than one unit. The new wording now lets it affect dreads as well.&lt;br /&gt;
*;Vexilla Defensor: Grants light cover to all {{W40Kkeyword|&amp;lt;SHIELD HOST&amp;gt; Core}} or {{W40Kkeyword|Character}} within 6&amp;quot;. Since this no longer provides an invuln, it kinda stings, but it&#039;s now applicable on all your Custodians. This also makes it no longer applicable to any soup lists due to keywords.  Thanks to your native 2+ this completely overlaps with reducing AP-1 to AP0, if you have that, but if you put it on a 1+ model, what you get is ignoring AP-1 and AP-2, which is great.&lt;br /&gt;
*;Vexilla Magnifica: For 10 points, grants dense cover to all {{W40Kkeyword|&amp;lt;SHIELD HOST&amp;gt; Core}} or {{W40Kkeyword|Character}} units within 6&amp;quot;. Whether you take this or the 6” +1 attack depends on how you&#039;re running your custodes; jetbikes and spear-wielding units will benefit from the -1 to be hit against shooting attacks most, while that squad of 10 storm shield bananas with swords, a 5-man warden squad with a Shield-Captain, or just any Allarus squad will annihilate anything with that +1 attack. Great if they&#039;re deep striking in with your Allarus Custodians, if they don&#039;t make their 9-inch charge at least they&#039;ll have some durability against enemy shooting next turn.&lt;br /&gt;
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*&#039;&#039;&#039;Vigilators:&#039;&#039;&#039; A squad of silent sisters armed with a greatblade; two girls put out the same damage as a single custodian with a sentinel blade for less than half his price, but they&#039;re relative glass cannons. This squad has the potential to do some remarkable damage to high-value targets, and not necessarily only Psykers, though the &#039;&#039;Daughters of the Abyss&#039;&#039; rule comes into its own with this unit. &#039;&#039;This means they are capable of wounding even Magnus on a 4+.&#039;&#039; Bear in mind that multiple wounds do not carry over from slain models, so going charging into an Ork mob is still going to get you murdered. The big problem, though, is that they do not have any guns to speak of. That means no overwatch, no pistols for melee, and no way to strike at opponents at any distance, aside from the psyk-out grenade stratagem.&lt;br /&gt;
**Moreso than Prosecutors and Witchseekers, the ladies with swords would do better with a transport vehicle. Since they cannot shoot, they should be kept carefully encapsulated until you need them, so that when they disembark and assault for the first time, they will hit with devastating effect.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
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*&#039;&#039;&#039;Agamatus Custodians&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Glorious Dickbikes. A 3-6 men-strong squadron of Vertus Praetors with different guns. Same baseline stats, cost, and interceptor lance, but different tools for the jetbikes themselves. They come with a Lastrum bolt cannon as standard, a Heavy 3 36&amp;quot; S6 AP-2 gun that makes MEQs sweat each time it fires (95 ppm). You can replace it with either an Adrathic devastator (Heavy 2 18&amp;quot; S6 AP-3 dealing 3 damage for (100 ppm) or a twin-linked las-pulser (Heavy 4 24&amp;quot; S8 AP-2 D3 damage) for (110 ppm).&lt;br /&gt;
**The las-pulser is by far the best choice in the list, even if expensive. But overall that&#039;s the only reason to take Agamati over Vertus Praetors. Hurricane bolters are better than the Lastrum cannon against infantry (and even light vehicles) most of the time and the salvo launcher is better than the Adrathic devastator against monsters and vehicles. However, the las-pulser provides solutions against everything and is very good at taking down MEQs, while the Adrathic devastator&#039;s flat 3 Damage and high AP are exactly what you need if you expect your opponent to spam Gravis marines or other 3W infantry models. &lt;br /&gt;
*&#039;&#039;&#039;Pallas Grav-Attack&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; The Custodian&#039;s &amp;quot;Light&amp;quot; Tank, the Pallas is Fast as hell at 16&amp;quot;, but that&#039;s the only &amp;quot;Light&amp;quot; thing about it. Ok, it&#039;s only got 6 Toughness, but it still has a 3+/5++ save plus no degrading stat line. For firepower, it&#039;s a Coronus-lite, with the same Twin Arachnus Blaze Cannon, but no Bolt Cannon. For a meager 95 points. Yeah, you heard that right. 95 Emperor damned points. Unlike the 30K version, it cannot be taken in squads of three though, and the 2020 Forge World Compendium deleted the Gravitic Backwash rule, which used to inflict a -2 penalty on Charge rolls against it. If you have points to spend on an extra Agamatus or Vertus Praetor for one of your jetbikes units, consider getting a Pallas instead.&lt;br /&gt;
**The Pallas is perfect to take down models with a 3+ and no invulnerable save, as its blaze cannon will completely negate their armour save. Vehicles with T7 or less are your targets of choice, but re-rolling to wound means even T8 metal boxes aren&#039;t safe. The burst mode cannot compete with hurricane bolters in terms of sheer damage output against W1 models, but having better range and being mounted on a {{W40Kkeyword|VEHICLE}} is a huge advantage now that jetbikes can&#039;t shoot after Falling Back if they get tarpitted. &lt;br /&gt;
**The blaze cannon&#039;s flat Damage 3 is also your best friend when it comes to killing Plague Marines, Gravis, Terminators, Nobs, Tyranid Warriors or any W3 model from afar, a niche that shouldn&#039;t be overlooked in the current meta. Using the blaze cannon on infantry units may sound like a complete waste, but the Pallas is actually cheap enough to earn its points back if you keep it away from the biggest guns and pick the right fights. &lt;br /&gt;
**Taking down a single Pallas can prove surprisingly consuming since it requires focusing a lot of heavy firepower on a single model. Though it lacks the 2+/4++ of a Custodes jetbike, the Pallas is actually tougher overall against attacks with a AP value of -1 or better and cannot be one-shot by a lucky hit with Damage 4. While saturating a jetbikes squadron with high Damage attacks may be worth it since you can potentially kill multiple models, you will never destroy more than one Pallas and splitting fire may result in the grav-attack surviving. And shooting back at full power next turn.&lt;br /&gt;
*&#039;&#039;&#039;Venatari Custodians&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Jetpack Custodians that can deepstrike. Unlike every other custodian, they have a 3+ armor save, but their default setup equips them with a shield that &#039;&#039;&#039;provides a 2+ save&#039;&#039;&#039; and doubles as a S+1 AP-2 weapon. These shields are accompanied by Kinetic Destroyers (Pistol 2 18&amp;quot; S6 AP-2 D2 which deals an additional hit for every 6 to-hit, or you can forgo the gun-and-shield for the multipurpose Venetari lance (+1 Attack, S+1 AP-3 D2 in melee, Kinetic Destroyer but 12&amp;quot; and Assault 2 at range). And as per usual, they can take Misericordias. Their big benefit is that they&#039;re considerably cheaper than the bikes and can kick ass in melee, but this cost is offset by their relative fragility (if you can call something with T5 and 3+/4++ &#039;fragile&#039;). Generally, you will either run these guys alongside either class of jetbike due to their high movement or have them going down one flank as the jetties go down the other in a good old-fashioned stretch play. Also, don&#039;t forget that they can deep strike and so provide support for deep striking termies.&lt;br /&gt;
**Don&#039;t forget these guys are Infantry, so they can get cover and maneuver around terrain much easier than jetbikes. Venatari are probably best used to steal objectives and harass your opponent&#039;s troops camping on objectives. &lt;br /&gt;
**While the buckler&#039;s AP and Damage values seem underwhelming when compared with the spear&#039;s, remember that you can shoot with your 2 shots S6 AP-2 pistols in melee, giving you some extra punch should you choose to stay in combat for some reason. All in all, the spear only makes a big difference if you&#039;re planning to hunt down characters and multi-wound infantry. Otherwise, the buckler + kinetic destroyer loadout provides better protection, extra range, and slightly more firepower that will never be lost no matter what happens to your flying dudes. And even though the Buckler isn&#039;t as good in melee as the Lances it&#039;s more than enough to handle GEQ/MEQs.&lt;br /&gt;
*&#039;&#039;&#039;Vertus Praetors (aka [[awesome|Dawneagle Jetbikes]]):&#039;&#039;&#039; A must take, even after the 9E nerf. They are no longer ObSec, nor can they counter-charge in your opponent&#039;s phase, but these are easily your most versatile unit. Hurricane bolters will munch tarpits that could’ve threatened your Allaruses or Wardens through sheer volume of attacks, or for long(ish) range vehicle hunting, they can take Salvo launchers. With the {{W40Kkeyword|FLY}} keyword, they can provide excellent anti-air fire, or &#039;&#039;&#039;engage flyers in CC&#039;&#039;&#039;, meaning these guys are better flyer hunters than Heldrakes or other dedicated flyer hunters; because they&#039;re specifically not AIRCRAFT, a lot of your mobility and board-control secondaries still apply to them, making them very useful in that regard.  Oh, and remember that they also get a 4++ if they come in a pure custodes detachment. Make of that what you will.&lt;br /&gt;
**Their interceptor lance is S7 AP-3 D2, +1 to wound on the charge. Very useful intercepting flyers and smashing medium vehicles.&lt;br /&gt;
**Speaking of anti-aircraft, remember how most Flyers can&#039;t be hit in close combat by things without the {{W40Kkeyword|FLY}} Keyword? And that said fliers typically have only a generic CCW and a mediocre number of attacks if they do get engaged? Well, abuse this fact to kill fliers in melee. Even with the ability to fall back and still shoot, the average flyer will either have to waste time playing keep-away at the expense of losing opportunities to attack easier targets or let you wail on them in melee with no way to deal meaningful damage themselves.&lt;br /&gt;
***The Salvo Launcher is free, like the Hurricane bolter, so the choice is yours if you like a more anti-vehicle unit or a more generalist unit. And remember that anything without a high invulnerable will vaporize in charge. Feel free to try what do you think is the best loadout.&lt;br /&gt;
*&#039;&#039;&#039;Witchseekers:&#039;&#039;&#039; Sisters of Silence attempting to take a leaf out of the Sisters of Battle handbook and come to battle armed entirely with flamethrowers. Their effectiveness is difficult to quantify. They are an anti-horde option with the &#039;&#039;entire&#039;&#039; squad armed with flamers, meaning you can get 10d6 automatic hits if you go full-sized, with their stratagem guaranteeing that each can only roll a min of 4 shots (min: 40 hits). If you&#039;re looking for an awful lot of flamers then only Tzeentch can do it better, and as a Custodes player they help out in anti-horde, making them perfect candidates for going for that Malignant Plaguecaster bubble-wrapped in Poxwalkers. Witchseekers in a Rhino can make great objective grabbers - move them forward and hose down important points, then dare the enemy to come close and take it from them. 9th Edition is giving them a helpful push by letting them move 6&amp;quot; before the game even starts, allowing you to get started with the burnination right away.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
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*&#039;&#039;&#039;Caladius Grav-Tank&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Remember the Sicaran&#039;s infantry-mulching accelerator cannon? Your &#039;&#039;&#039;twin Iliastus accelerator&#039;&#039;&#039; doesn&#039;t have the anti-flyer bonuses and is Heavy instead of Assault, but with &#039;&#039;8 60&amp;quot; shots that possess S7 AP-3 D2&#039;&#039; and the Standard Custodes BS2+, the Caladius has the best range of any Custodes unit thus far and fills the valuable anti-armor niche with good ease. Combine with its W14 3+/5++ and the &#039;&#039;&#039;twin Lastrum Bolt Cannons&#039;&#039;&#039; (&#039;&#039;heavy bolters with S6 AP-2&#039;&#039;) that provide extra anti-infantry firepower, and you have quite a nasty tank. It also has the FLY keyword with all its benefits and drawbacks, so watch for anti-air weapons. It&#039;s also stinking fast at 14&amp;quot; when undamaged, and even when critically damaged its movement never drops below 8&amp;quot;, so don&#039;t be afraid to zip around the board and fire with impunity.&lt;br /&gt;
**You can replace the Iliastus accelerator cannon with a &#039;&#039;&#039;twin Arachnus cannon&#039;&#039;&#039;, a Heavy weapon that can shoot in &#039;&#039;&#039;burst&#039;&#039;&#039; mode (&#039;&#039;8 shots at 36&amp;quot; S7 AP-2 D1&#039;&#039;) or as a &#039;&#039;&#039;beam&#039;&#039;&#039; (&#039;&#039;2 shots at 48&amp;quot; S9 AP-4 D3+1D3 rerolling failed to-wound rolls against {{W40kKeyword|VEHICLES}}&#039;&#039;), for stronger anti-superheavy fire, and some flexibility when facing down mech/horde armies like Orks with Gorkanauts and lots of Boyz. &lt;br /&gt;
**All in all, the Iliastus generally remains a better all-rounded choice. It is cheaper, has more range, is clearly superior to the burst mode against hordes, has enough Damage to murder heavy infantry, and can still do a solid amount of damage against vehicles. The Arachnus cannon only really shines against T7+ vehicles (remember that you don&#039;t get the re-roll to wound against monsters or big characters), which is a valuable niche indeed that shouldn&#039;t be overlooked. &lt;br /&gt;
**9th edition has not been kind with the Caladius so far. Models that {{W40kKeyword|FLY}} can&#039;t disengage and shoot anymore, it has lost the Gravitic Backwash special rule and the twin Lastrum cannon didn&#039;t get a Damage buff as the baseline heavy bolter did. Overall, the unit is more vulnerable in melee - both against tank hunters and tarpitting units - and its extra range isn&#039;t a decisive factor on the more compact battlefields of 9th edition. At 205 points it is still a decent unit, but one may be interrested in a tougher, more durable heavy weapons platform... &lt;br /&gt;
*&#039;&#039;&#039;Telemon Heavy Dreadnought&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; You thought the SM Leviathan Dreadnought was a tough cookie to crack? Sit down and behold the mighty Telemon. With a statline of M8/6/4 A4 WS2/3/4+ S8 BS2/3/4+ T8 Sv2+/4++/6+++ W14 Ld8 and the Guardian Eternal rule it’s far tougher than any Land Raider... or any other vehicle for that matter, especially as it lacks the {{W40kKeyword|TITANIC}} keyword (so it doesn’t give a pair of dingo kidneys about Macro weapons dealing bonus damage to it). Comes default with a Spiculus Bolt Launcher and 2 Iliastus accelerator culverins for  260 points and provides the Custodes with one of their few anti-armor options, although either culverin can be swapped out for another arm option.&lt;br /&gt;
*;Spiculus Bolt Launcher: 24” Heavy 5 S5 AP-1 D1, shoots twice when it doesn&#039;t move; by itself, this makes it a perfect backfield camper for chewing GEQ. &lt;br /&gt;
*;Iliastus Accelerator Culverins: 2 sets of 48” Heavy 4 S7 AP-3 D2, perfect for chewing up MEQ (especially Primaris) and light vehicles. Custodes can already reliably beat almost any kind of heavy infantry in combat, making the Iliastus questionable, but it will certainly do that job well if you choose it. With the nerf of the Arachnus storm cannon, this is also your better take if you want your Telemon to stay far from enemy units. The jack-of-all-trade range weapon for your giant Dreadnought, and also the cheapest one.&lt;br /&gt;
*;Arachnus Storm Cannons: Two profiles: 36” Heavy 2 S8 AP-4 D3, re-rolls wounds against {{W40Kkeyword|vehicle}}s or 24” Heavy 6 S7 AP-2 D1, making them designed to deal with both vehicles and light infantry. It has a more limited range than the culverin, making the Arachnus storm cannon less efficient as a long-ranged anti-horde weapon unless you can deep-strike your Telemon in a safe spot where no melee unit will tarpit it. These still provide something you desperately need because as already stated, Custodes lack anti-armor firepower.&lt;br /&gt;
*:*The Arachnus storm cannon may also prove a very useful weapon to deal with the bunch of new 3W models Astartes get with their 9th edition codex. Multi-wound models in general are a real pain for Custodes since your infantry is mostly stuck with D3 melee weapons or low Strength/AP guns, and T5 W3 units becoming more widespread will certainly make things even worse. In this regard, the storm cannon is a real blessing as it can reliably one-shot any baseline Gravis model with no save allowed while being able to out-range those [[Eradicator| damned melta rifles]]. &lt;br /&gt;
*;Telemon Caestus and Twin Plasma Projector: The close combat option is to arm it with one or two of these - your melee is WS2+/3+/4+ A4 SU(8) AP0 D1 base, then the first one of these brings you to A5 Sx2(16) AP-3 D4, and the second brings you to A6 Sx2(16) AP-3 D4, so the melee benefit of the second one is significantly less than the first.  However, each comes with a gun, with normal gun scaling; said gun is 12&amp;quot; Heavy 2d3 S6 AP-2 D1, automatically hits (remember, your BS is 2+/3+/4+, and this will average 4 shots). The melee weapons (and their built-in flamers) are free, so if you want to punch a Knight to death, then the fists are what you choose. The Telemon, however, can serve your army far better as a mobile gun rig rather than a full-on melee beatstick - in fact, you&#039;re a &#039;&#039;lot&#039;&#039; better off with an Achillus than a full melee Telemon.&lt;br /&gt;
**Also, remember Custodes Dreadnoughts can use their guns in melee, which makes the Telemon in particular even more versatile, as even a range-focused build may deal with small units trying to tarpit your giant robot of death. It also makes mixed melee/shooting loadouts much more viable, as your guns will never be wasted and may even outdamage a pure fisty build. &lt;br /&gt;
***Overall, it&#039;s an incredibly useful model for a custodes army, and considering it&#039;s &amp;quot;only&amp;quot; 310pts at its max loadout in an army where even a 3-man squad costs 153 points default, there is little reason to not take it considering the firepower it can lay down on anything from GEQs to Knights depending on what you want from it. Whatever you load it out to do, it will do well, but unless your list has a good amount of anti-armor firepower (from Pyrithite spears generally), the best option is to go for the storm cannons.&lt;br /&gt;
*&#039;&#039;&#039;Venerable Land Raider:&#039;&#039;&#039; Still your slighty-less-survivable transport with W16 sitting comfortably on a 2+/6+++. Thanks to the buff to formerly twin-linked lascannons and lascannons in general, this is your heavy anti-tank option for when the Vertus Praetors&#039; salvo launchers won&#039;t cut it and the Venerable Contemptor&#039;s multi-melta isn&#039;t long-ranged enough. Given that you will most likely also transport a Custodian Guard squad you may imagine the amount of fire this 500+ points package will attract and maybe even survive. While expensive, bringing them in pairs lets you use their Stratagem to shut down attempts at stacking penalties to hit against them.&lt;br /&gt;
&lt;br /&gt;
===Flyers===&lt;br /&gt;
*&#039;&#039;&#039;Ares Gunship&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; If the Orion is a Transport and anti-infantry Flyer, the Ares is anti-tank in the observed Custodes way. The main reason why you may pick the Ares over the Orion is the &#039;&#039;&#039;Arachnus magna-blaze cannon&#039;&#039;&#039;, the daddy of all Arachnus weapons. The &#039;&#039;&#039;burst&#039;&#039;&#039; mode is Heavy 3 48&amp;quot; S9 AP-3 Dd3, which isn&#039;t going to impress anybody for a unit of this grade. And here comes the &#039;&#039;&#039;beam&#039;&#039;&#039; mode: &#039;&#039;Heavy D3 72&amp;quot; S14 AP-4 D6+d3&#039;&#039;. Now we&#039;re talking. It also comes with 2 Arachnus heavy blaze cannons for more anti-vehicle shooting and 2 Infernus Firebombs, which are basically identical to the ones on the Thunderhawk (pick a unit you flew over, roll 1d6 for each model in the unit (3d6 for vehicles or monsters), a roll of 4+ = 1 Mortal Wound), the big difference being you can use them twice per game.&lt;br /&gt;
**The Ares truly makes sense as a dedicated {{WH40kKeyword|VEHICLE}} hunter since it can reliably annihilate vehicles like Land Raiders in a single turn if you have a bit of luck. However, you could have a similar amount of firepower from a pair of Caladii, which are also better at dealing with infantry, so it isn&#039;t as interesting for a Custodes army list as the Orion. It is still quite good for its job, so feel free to take one if you like the miniature and have the points for a specialized unit.&lt;br /&gt;
*&#039;&#039;&#039;Orion Assault Dropship&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Oh yes, it&#039;s finally here. The Orion is a beast of a machine, with 22 Wounds and a 3+/5++ save, plus the usual suite of Airborne/Hard to Hit/Hover Jet/Supersonic; it will be exceptionally hard to bring down without some dedicated heavy AA. It&#039;s also loaded to the gills with weapons, armed with 2 Arachnus Heavy Blaze Cannons (+2S over the regular Blaze Cannon), 2 Twin Lastrum Bolt Cannons, AND 2 Spiculus Heavy Bolt Launchers. It also, like every Custodes machine, packs Power of the Machine Spirit and its lowest wound table slot still has a 4+ to hit, so this maelstrom of firepower will be continuing unabated until it finally fucking dies. In addition, it can hold either a full 12 {{WH40kKeyword|INFANTRY}} models, which is a LOT for Custodes, or it can carry an Achillus, a Galatus, or a Venerable Contemptor (no Exemplars or Telemons, sorry) by taking up 5 normal transport slots, making this the only way to get your melee Dreads into the thick of it without Stratagems! It&#039;s very reasonably priced to boot, only about 100 more than a fully kitted Venerable Land Raider! Loaded up with a Dread, a Shield-captain, and 6 Custodes of your choice, this bad boy can blow a giant hole in your opponent&#039;s gun-line and fill it back in with your very own creamy golden goodness.&lt;br /&gt;
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==Allies==&lt;br /&gt;
&lt;br /&gt;
===Officio Assassinorum===&lt;br /&gt;
&lt;br /&gt;
*Every assassin is 100pt, as of 9e, but every assassin is good, from the Vindicare(if you don&#039;t use allarus, which you should) to the Eversor(horde-cleaning)&lt;br /&gt;
*Culexus might be an idea for psyker sniping as well - less useful against armies with lots of them like Grey Knights though.&lt;br /&gt;
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===Astra Militarum===&lt;br /&gt;
Used right, you can kick some serious ass with this matchup. The guard still gives you some hilariously cheap models relative to your banana men. Seriously, you can bring a squad of 9 guardsmen and their sergeant for one point more than a single standard Custodian model costs. Or if you’re into even cheaper models, for the cost of a 147 point stock Custodes 3 man squad, for 150 points you can take a 30 man conscript squad. This is good for holding objectives, or just slowing down your foes while your heavy hitters get into position to [[ Rape | beat the enemy over the head with a lock inside a tube sock.]]&lt;br /&gt;
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They still have their long range, high strength and high AP anti tank weapons, which is something you have less of. Additionally, they offer long range artillery. A Leman Russ with a punisher Gatling cannon can remove horde armies with ease that would otherwise bog you down with 20 S5 1D shots. Or alternatively an executioner with standard S7 1D AP-3 for those tougher targets.&lt;br /&gt;
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Or just grab a Basilisk with a whopping 240” range, D6 shots, S9, AP-3, D3 damage. Yeah, that’s a nice fuck you to anything nearby. They still fill almost every weakness the Custodes have. Just still try not to be [[ that guy]].&lt;br /&gt;
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===Space Marines===&lt;br /&gt;
Imagine what the Imperial Guard does for you in terms of covering up weaknesses, and just add on a lot more point costs. Flexible and versatile ally that can do almost anything. Psyker support, anti-vehicle, melee support, or nowadays even bringing along [[ guilliman | girly man himself.]]&lt;br /&gt;
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Just keep in mind the points cost. Your Custodes already burn through points like wildfire, so it’s easy to end up having to compromise in some spots if you’re not careful. Take what you need for your army. Obviously psychic support is probably a given. Anti-vehicle is next on the list unless you’re bringing along some Custodes dreads. If you’ve got those two areas filled and you’ve got points left over, why not invest in some tactical squads for cheap(er) objective holders?&lt;br /&gt;
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===Grey Knights===&lt;br /&gt;
Cheaper Custodes but with psychic powers. Yep, that’s grey knights in a nutshell. But they do offer some strategies if taken other than the obvious DTW and psychic abilities. For instance, they have better transport options with their Rhino and Razorback, which can allow you to get some infantry into the fight a bit quicker. Both of those options are noticeably cheaper than bringing a grav-carrier to the fight.&lt;br /&gt;
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Their infantry can hold their own better than the sisters of silence can. Overall,  a solid choice. Just keep in mind their higher points cost compared to other potential allies. Also great for recreating the fight at the lions gate if you bring Valerian and Aleya along.&lt;br /&gt;
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===Imperial Knights===&lt;br /&gt;
See Adeptus Titanicus, below, but diluted in budget-brand gold paint; you are still just as much of a raging asshole as a Titanicustodes player, but there&#039;s at least a remote chance that you had a Knight to spare already and decided to pair it with your Custodes, rather than consciously making the decision to get a Titan to pair with them.&lt;br /&gt;
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===Adeptus Titanicus===&lt;br /&gt;
God help whoever is dumb enough to play against a team up between Titans and Custodes. The hardest part, other than managing to live with one kidney and lung after selling them to afford this army, is finding someone willing to fight this army. Roll out a squad of bikes and shield captain Smashfucker with them to hunt down any models that flee. Maybe add in some terminators and split them up with unleash the lions, then just hold objectives with one model each. Annihilate anything else with the titan. But come on, [[ that guy | really? ]] &lt;br /&gt;
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===Adeptus Mechanicus===&lt;br /&gt;
Mechanicustodes is an interesting pairing; it plays like the opposite of a Guardstodes army. With Guardstodes, the Guard is largely the bubble wrap for your valuable Custodians; with Mechanicustodes, the Custodians are the &amp;lt;s&amp;gt;bubble wrap&amp;lt;/s&amp;gt; giant gleaming brick wall for your hard-hitting Mechanicus models to hide behind. You won&#039;t get cheap infantry blobs out of Skitarii as effectively as you will with guardsmen, but they&#039;re much more capable at range. The heavier kit that Mechanicus brings can make up well for the lack of anti-armor firepower the Custodes have - Ironstriders and Dunecrawlers are the noteworthy options. Kataphrons are okay too, but... just take an ironstrider for those points, or more custodes. And for the love of god, no Secutarii.&lt;br /&gt;
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===Sisters of Battle===&lt;br /&gt;
In theory the Sororitas have access to great melta and flamer options. In practice Sisters don&#039;t get along well with the other kids because they lose their Acts of Faith if they ally with anyone. Just take Sisters of Silence.&lt;br /&gt;
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===Deathwatch===&lt;br /&gt;
See Space Marines, but with some better anti-infantry options. They are still rather pricey, especially when combined with your already expensive banana men. Their frag cannon still wrings out the tears from anyone that tries to rush up to you. &lt;br /&gt;
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Again, keep in mind they’re not as tough as your Custodes, but they still make an excellent [[distraction carnifex | distraction]]. Make good use of transports or other protective methods if you want to keep them alive longer.&lt;br /&gt;
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===Inquisition===&lt;br /&gt;
...what?&lt;br /&gt;
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==General Tactics==&lt;br /&gt;
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===Psychic/Anti-Psychic Support===&lt;br /&gt;
Custodes are pretty well protected from psychic with a 6+++ against psychic mortal wounds, a 4+ to deny psychic power strat, and a strat deny the witch strat for any unit with 12&amp;quot; range so most the time that will be enough to counteract any psychic you come up against as you have other stratagems that counter powerful psychic buff/debuffs, like the Emperor&#039;s Auspices against Doom and Guide for example.&lt;br /&gt;
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Bear in mind that you can pay 1cp for an extra warlord trait if you want, so you could take Impregnable mind on one of your characters just in case all the above wasn&#039;t enough already.&lt;br /&gt;
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===Sagittarum Horde===&lt;br /&gt;
If you don&#039;t like thinking during your turn but still want a freakishly high chance of winning any particular battle, consider this simple tactic:&lt;br /&gt;
&lt;br /&gt;
- Take the Emissaries Imperatus Shield Host&lt;br /&gt;
&lt;br /&gt;
- Fill your troops with nothing but Sagittarum Custodians&lt;br /&gt;
&lt;br /&gt;
The Heralds of the Throne fighting style of Emissaries Imperatus means you ignore both the penalty for advancing and firing with the Adrastus Bolt Caliver, and the penalty for firing it on both modes. With 2,000 points, you can bring 25 Sagittarum Custodians, Trajann Valoris, a Shield-Captain on a Dawnbike, and a Praetor in terminator armor. In total, you&#039;re firing off 75 S5 -1AP D2 shots, and 25 S5 -3AP D3 shots. If you don&#039;t know how bonkers this is, it&#039;s enough damage to put down around two Knights per turn, or shred through an arbitrary amount of guardsmen, MEQs, TEQs, or even vehicles.&lt;br /&gt;
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===Flight of the Golden Valkyries===&lt;br /&gt;
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===Matchups and Counterplay===&lt;br /&gt;
These tactics are good and all, but knowing your enemy is important. For simplicity&#039;s sake we&#039;re going to assume that you and your enemy&#039;s list is NOT a soup list (which in 9th edition, isn&#039;t an unreasonable thing to assume), which is the slang term for taking multiple factions that share the {{W40kKeyword|Imperial}}, {{W40kKeyword|Chaos}}, {{W40kKeyword|Aeldari}} or {{W40kKeyword|Tyranid}} keywords or the like in the same army. Feel free to add any strategies that have worked against these factions.&lt;br /&gt;
====Imperium====&lt;br /&gt;
*&#039;&#039;&#039;Space Marines:&#039;&#039;&#039; Just remember to use Emperor&#039;s Auspecies and you should do very well as a lot of the space marines efficiency comes from their re-rolls, try and stop null zone as well as that can lose you the game by itself in some cases. The amount of variety marines have and the sheer absurdity of some of their combos may present a challenge in some cases, but between your stratagems and innate durability you&#039;re one of the few armies that should be able to get into combat and hold objectives against them.&lt;br /&gt;
*&#039;&#039;&#039;Blood Angels:&#039;&#039;&#039; Same as above but targeting the characters is important here, if you can pick off a smash captain or librarian dreadnought with your terminators you&#039;re in a very good place, as most other units will still be outmatched by yours in melee, which is where blood angels are made to fight.&lt;br /&gt;
*&#039;&#039;&#039;Dark Angels:&#039;&#039;&#039; Dark Angels can be a tough match up. Unlike most factions, they don&#039;t give a stinky shit about your high AP weapons, especially their Ravenwing. Dark Angels are most dangerous when fighting as a combined force, which grants them powerful Terminators, Plasma up the wazoo, and bikes to wrestle objectives from you. Target the bikes and sources of Plasma fire, while ignoring Terminators with Storm bolters. Don&#039;t forget that Dark Angels gain +1 to hit when not moving, so Devastators with Heavy Bolters will tear you a new one.&lt;br /&gt;
*&#039;&#039;&#039;Grey Knights:&#039;&#039;&#039; The second most elite army in the Imperium (minus Knights). To be honest, if you haven&#039;t brought anti-psyker support you&#039;re very likely going to lose this matchup. Screen out the GK with Sisters of Silence to deny them their smites and take advantage of stratagems, and maybe the relic banner and warlord trait. &lt;br /&gt;
*&#039;&#039;&#039;Deathwatch:&#039;&#039;&#039; Their Hellfire rounds don&#039;t give a shit about your T5. Thankfully your stratagems don&#039;t give a shit about their characters.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Guard:&#039;&#039;&#039; Take a banner with -1 to hit as with tau the army wide 4+ BS really doesn&#039;t like negative hit modifiers, tanks commanders do have a 3+ BS but most the russ weapons are ap -2 or -1 so your terminators can just ignore most their firepower with Auramite and Adamantium.&lt;br /&gt;
*&#039;&#039;&#039;Imperial Knights:&#039;&#039;&#039; This can actually a surprisingly hard match-up for the Custodes as knights can easily outrun most of your units and can&#039;t be tied up in combat, they can even move over you in the movement phase now so they really can&#039;t be hemmed in. On the upside they don&#039;t (usually) have an invulnerable save in melee and always have a higher toughness than you so you can spam slayers of nightmares and shred them up close. Otherwise just play to objectives and you should have a good chance.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Silence:&#039;&#039;&#039; On their own they&#039;re no threat to Custodes at all, they&#039;re painfully outmatched in combat and Custodes have no psychic for them to counter.&lt;br /&gt;
*&#039;&#039;&#039;Sisters of Battle:&#039;&#039;&#039; A very good army all round, but probably a bit lacking in heavy shooting and dedicated combat to really hurt Custodes with the advent of 9th, kill their meltas and try to tie them up in melee which shouldn&#039;t be too difficult given the large footprint of many of their units, penetant engines are surprisingly deadly in combat but that&#039;s what Telemon dreadnoughts and Salvo launchers are for. Try not to have too many units charged by a wave of Bloody Rose Repentia at a time.&lt;br /&gt;
*&#039;&#039;&#039;Adeptus Titanicus:&#039;&#039;&#039; If you do find yourself playing against one of the 10 people who even play this then you should probably just play for the objectives, almost every weapon they have will kill your units outright at D4 or higher, use Alchemical when necessary and don&#039;t suicide your guys for the sake of it, even titans probably can&#039;t table you completely if you play cautiously, and they certainly aren&#039;t scoring more VP than you.&lt;br /&gt;
*&#039;&#039;&#039;Other Imperium Factions:&#039;&#039;&#039;&lt;br /&gt;
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====Chaos====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Space Marines:&#039;&#039;&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons:&#039;&#039;&#039; Sisters of Silence will wreck face against Deamons, particularly the melee built ones like Bloodletters, which are particularly vulnerable to Purjagators and their flamers of Justice. The Psychic shenanigans of Tzeentch armies is utterly terrifying, but a screen of Sisters of Silence should help. Honestly, just having a large number of Sisters units will come in real handy.&lt;br /&gt;
*&#039;&#039;&#039;Death Guard:&#039;&#039;&#039; Death guard are an anathema to you, being very slow, tanky as high heaven, but rather than dealing absurd amounts of damage, they shrug off whatever you throw at them and slap you in the face until you die. Misercordia and attack spam will be key to breaking through them, and Vexilla will come in clutch. Beware the mortal wound spam, as Death Guard have some nasty mortal wound tricks they can do in engagement range to foul up your day.&lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons:&#039;&#039;&#039; Alt + F4. In all seriousness, you&#039;re in for a tough fight here. Thousand Sons have way too many tricks to punch through your invuln saves, though 99% of said tricks rely on Psychic powers. Vigilators will come in clutch to counter anything from Magnus the Red (whom they will wound on 4s!!) to Ahriman to Rubric Marines. A screen of Sisters should keep your valuable stuff safe until you can waste the Blue nerds in melee.&lt;br /&gt;
*&#039;&#039;&#039;Renegade Knights:&#039;&#039;&#039; Pretty much the same as Imperial Knights.&lt;br /&gt;
*&#039;&#039;&#039;Renegades and Heretics:&#039;&#039;&#039; AH HAHAHAHAHAHA They&#039;re not supported who cares? Just stomp them.&lt;br /&gt;
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====Xenos====&lt;br /&gt;
*&#039;&#039;&#039;Craftworlds:&#039;&#039;&#039; Formerly the bane of Custodes (and most other armies as well) in 8th, for now they are an absolute cakewalk, just turn doom and guide off whenever you want with Emperor&#039;s Auspices, deny executioner and smite reliablely every turn and rape their shining spears in combat where they don&#039;t have an invulnerable to protect them. &lt;br /&gt;
*&#039;&#039;&#039;Dark Eldar:&#039;&#039;&#039; Unlike their space magic oriented brethren they lack psychic powers. Trouble is their Splinter weaponry always wounds you on 4+, they don&#039;t give a shit about your toughness or the Alchemical physiology that blocks 1-3s to wound. Their Disintegrators and Dark Lances do notice the difference, however. &lt;br /&gt;
*&#039;&#039;&#039;Harlequins:&#039;&#039;&#039; A tough one to be sure, their 4++ across the board completely invalidates Custodes high AP weapons, but not too bad a match-up if you know how they play, almost always kill the fusion-carrying boats first,then the clowns they&#039;re carrying. Don&#039;t be fooled into prioritising the bikes unless for VP reasons as the damage they do is just worse overall, particularly as your terminators can now ignore ap -1 and -2 with adamantium and aurumite, the bikes will outrun you yes, so just take objectives and watch them desperately try and wound you as you rack up VP.&lt;br /&gt;
*&#039;&#039;&#039;Orks:&#039;&#039;&#039; Got nerfed into the ground during the edition change so no longer the threat they were, if your opponent takes a shokk attack gun just snipe it with your Allarus terminator strat, lootas are still very dangerous unless you&#039;re terminators and play adamantium and auramite, generally as stupid as it sounds orks are better at shooting than combat in this match up so getting into combat quickly is your best bet, don&#039;t be conservative with tangle-foot grenades either, that strat is a real ace up your sleeve in this match-up. The Blade Champion can tie up Ghazkull at a very cost effective price, and Valerian can help end Ghaz due to ignoring [[Bullshit|his very balanced rule]] regarding the taking of wounds.&lt;br /&gt;
*&#039;&#039;&#039;Tau Empire&#039;&#039;&#039; Not much to say on Tau really that you probably haven&#039;t already guessed, don&#039;t waste time shooting at range they&#039;ll outmatch you completely just get up close as quickly as possible and swarm them in melee, a vexilla Magnifica is a very good idea as most of the Tau army starts on BS 4+ and making them 5+ to hit most if not all of your units will severely impact their damage output.&lt;br /&gt;
*&#039;&#039;&#039;Necrons:&#039;&#039;&#039; The new Necron codex is out and while it&#039;s not a huge change, invulnerable saves are common between wraiths, quantum shielding and chronomancer buffs.  The Silent King and C&#039;tan in particular are great counter&#039;s to Custodes as their defensive buffs negate a lot of your expensive high AP weapons, better just to play around them and tie up your opponents shooting units in melee.  Their fly units are far less irritating than before as they can&#039;t back out and charge now and they generally don&#039;t want to stay in combat with you even if they can shoot into melee.  Make sure to use Auspecies against their destroyer strat and don&#039;t let their new choppy destroyers charge you if at all possible.&lt;br /&gt;
*&#039;&#039;&#039;Tyranids:&#039;&#039;&#039;  Remember the Tanglefoot Grenade stratagem. Even if a Genestealer bomb gets right up in your face you can still throw off the charge attempt. Don&#039;t immediately charge in, that&#039;s playing right into the Tyranid player&#039;s hands. Soften them up with shooting (Vertus Praetors, Sagittarum guard, the dick bikes) before charging and then go in.&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Cults:&#039;&#039;&#039; Just a joke in current 9th edition so probably not even worth mentioning, try and keep your important units out of deepstrike charge range of Genestealers and abberants and you should be fine.&lt;br /&gt;
&lt;br /&gt;
[[Category: Warhammer 40,000]]&lt;br /&gt;
[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
[[Category:Imperial]]&lt;br /&gt;
[[Category:Adeptus Custodes]]&lt;br /&gt;
[[Category: Sisters of Silence]]&lt;br /&gt;
{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Tyranids&amp;diff=1011672</id>
		<title>Warhammer 40,000/9th Edition Tactics/Tyranids</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/9th_Edition_Tactics/Tyranids&amp;diff=1011672"/>
		<updated>2026-05-20T16:11:42Z</updated>

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&lt;div&gt;{{cleanup}}&lt;br /&gt;
{{Autism}}&lt;br /&gt;
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This is the current [[Warhammer_40,000/Tactics_(9E)|9th Edition&#039;s]] [[Tyranid]] tactics. [[Warhammer_40,000/Tactics/Tyranids(8E)|8th Edition Tactics are here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Tyranids==&lt;br /&gt;
Because you are fucking hungry!&lt;br /&gt;
&lt;br /&gt;
Or because you like the idea of an alien intelligence hell bent on devouring the galaxy under command of a will humans can&#039;t possibly comprehend... or you just like gribly monsters.&lt;br /&gt;
&lt;br /&gt;
The Tyranids are a very varied faction, capable of fielding hordes like the Imperial Guard and fucking up tanks with their own, living tanks. Despite having some of the biggest monsters regularly fielded they&#039;re much faster than you&#039;d expect and their melee output is some of the best in the game. There&#039;s an insane amount of customization, both in gear and in the monsters available to you that can fill very different roles, and this is further expanded upon thanks to their Hive Fleet and Custom Adaptations.&lt;br /&gt;
&lt;br /&gt;
That&#039;s not to say it&#039;s all sunshine and roses, gunlines &#039;&#039;are&#039;&#039; viable, but you&#039;ll probably have to get close, making you more vulnerable to Rapid Fire. They have poor AP and poor armor on average, which is a considerable issue when you&#039;re fighting armies with good armor saves (e.g. Space Marines). Most armies need lots of bodies to function effectively, which can make the army one of the more expensive to assemble, paint, and transport and there&#039;s very few good all-rounders, not to mention the Forge-World Monsters, which are even more expensive per point. While being flexible on what kind of army to build, you aren&#039;t that flexible on the battlefield.&lt;br /&gt;
&lt;br /&gt;
Talking about painting, Tyranids may be tied with Space Marines and Necrons as the easiest army to paint, being overall organic and alien means they are comparatively forgivable for beginners, look good with rather mute base bone or chitin-like colors and you can get great results making extensive use of shades and highbrushing, allowing you to mitigate the heavy task of assembling tens of models.&lt;br /&gt;
&lt;br /&gt;
Anyhow, if you like the idea of fielding swarms of small critters backed by giants, then this is the army for you.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*You can partially change your chapter tactics equivalent before the game starts to better counter your opponent. You have to choose at the list building phase on matched play but it still gives a lot more flexibility then other armies.&lt;br /&gt;
*Amazing psychic powers at your disposal and many different ways, mostly involving neurothrope, to buff your casts.&lt;br /&gt;
*Tyranids power-crept &#039;&#039;hard&#039;&#039; with their new codex. 9th edition is full of killy options, with tons of AP and multi-damage options,  so the codexes that are performing the best are those that give you hard caps on avoiding damage, either through invulns, or (x) rolls of 1-3 always fail. &lt;br /&gt;
*Your Monsters have been buffed to be tougher with more wounds, and their signature abilities have been made actually useful. Formerly useless units, like Tervigons and Maleceptors, can now find a place in your army.&lt;br /&gt;
*Tyranids now actually play like an army that&#039;s under the control of a single, dominant hive-mind, with Synergy between units being key in the new codex. Synapse has been overhauled and Instinctive Behaviour removed. Synapse range can be extended through other Synapse creatures, and Synaptic Imperatives encourage you to take a variety of SYNAPSE units to gain access to their respective abilities.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*You can&#039;t change your adaptive trait after you see your opponent&#039;s army, you have to do it beforehand.&lt;br /&gt;
*You can only make use of Synaptic Imperatives if you&#039;re warlord is alive and on the battlefield at the start of the battle round. A big blow to Hive Tyrants, who has to be the warlord if taken.&lt;br /&gt;
*You are CP &amp;lt;span style=&#039;color:purple;font-size:100%&#039;&amp;gt;Hungry&amp;lt;/span&amp;gt; and unlike other factions, your &amp;quot;regain CP&amp;quot; mechanic is locked behind Kraken, or with a specific Secondary Objective. &lt;br /&gt;
*Your genestealers are objectively worse than the GSC equivalents while also more expensive.&lt;br /&gt;
*Despite being an army that heavily relies on the psychic phase, you only have one discipline to draw from. Unless you are using the Crusher Stampede army of renown, which is no longer legal.&lt;br /&gt;
*The Crusher Stampede and Hive Fleet Leviathan supplements are not legal to play with the release of our new codex. This is a boon for game balance overall, as the Tyranids codex is pretty strong as is, but still a nerf.&lt;br /&gt;
*Your entire army is dependent on once-per-turn buffs on a single unit. No constantly-on auras, this limits you to constantly needing to focus on what units need your boosts the most, to say nothing about the synaptic imperatives.&lt;br /&gt;
*Like many Xenos factions, GW struggle to balance Nids, and so you army will frequently go from a high competitive extreme, to being hamstrung by nerfs and put into a dumpster. Nids are still fun to play even when they&#039;re less competitive, but don&#039;t expect strong combos to last forever as they will change frequently...which is kind of lore friendly for Nids in a way.&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
Other than the obvious {{W40kKeyword|TYRANIDS}} keyword the other one is {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}}. Every Tyranid unit needs to be assigned a Hive Fleet, either from the established fleets (Behemoth, Kraken, and Leviathan to name a few) or one of your own devising. The abilities in a Tyranid force only affect units from the same {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}}. We assume, in the below Tactics write up, that you will be playing with units all with the same {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} keyword. Compared to other armies, the Tyranid named characters are unusual in that you can choose their {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} adaptation they can take rather than just not benefiting from those adaptations a la Shadowsun or Ghazghkull.&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|Synapse}} is another keyword to keep an eye out for, as these units are your only ways to marshal the gaunts and other gribblies to your command and ensure that they won&#039;t scatter the moment things go sour for them. Of course, the Synaptic Imperative rule will also require you to daisy chain multiple {{W40kKeyword|Synapse}} units together to ensure maximum coverage.&lt;br /&gt;
&lt;br /&gt;
{{W40kKeyword|Hive Tendril}} is a new keyword that&#039;s been showing up on the codex. It primarily exists to prevent you from mixing Genestealer Cult units into a Tyranid detachment.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
No matter what edition of the game, Tyranids have traditionally been defined by three special rules: &#039;&#039;&#039;Synapse&#039;&#039;&#039;, &#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039; and &amp;lt;s&amp;gt;&#039;&#039;&#039;Instinctive Behaviour&#039;&#039;&#039;&amp;lt;/s&amp;gt; (doesn&#039;t exist in this codex). Thankfully the transition to 9th didn&#039;t fuck with these rules this time.&lt;br /&gt;
*All troops in a {{W40kKeyword|HIVE TENDRIL}} detachment gain Objective Secured.&lt;br /&gt;
*&#039;&#039;&#039;Rare Organisms:&#039;&#039;&#039; Replaced in the Q2 2022 Balance Dataslate, you can take more than one Hive Tyrant, but Tyrants are now automatically your warlords, which hamstrings quite a bit without spending CP for more WTs.&lt;br /&gt;
*&#039;&#039;&#039;Spore Seeding:&#039;&#039;&#039; {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt; Living Artillery}} units (meaning Spore Mines) do not count for Hive Fleet Adaptations and Hyper-Adaptations, but don&#039;t benefit from them either.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Death From Below:&#039;&#039;&#039; Your deep-strike rule, given to your raveners, trygons, and other snaky organisms.&lt;br /&gt;
*&#039;&#039;&#039;Death Throes:&#039;&#039;&#039; A new rule given to all your monsters and heroes, making for a more useful death trick instead of the old &amp;quot;death causes psychic backlash that fucks you over&amp;quot;. When they die, they can deal d3 mortal wounds to the nearest &#039;&#039;enemy&#039;&#039; unit within 6&amp;quot; on a 6.&lt;br /&gt;
*&#039;&#039;&#039;Synapse&#039;&#039;&#039;: Has been overhauled to feel more like you&#039;re controlling a unified hivemind rather than an army of bugs [[Starship Troopers|with a few brain-bugs mixed in.]] Let&#039;s break it down to its parts: &lt;br /&gt;
**{{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units automatically pass Morale tests if they are within 6&amp;quot; of any friendly {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} units with this ability. This is a big deal, especially now when losing a single morale test could kill 1/6th to 1/3rd of the unit. Much of the new meta is about killing the enemy army via morale attrition, and the Tyranids raise a middle appendage to such mechanics. Gaunts and other units that work best with a lot of models have more to lose from a bad morale roll and will benefit the most from Morale immunity, especially with the buff to stuff like Blast weapons.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Link&#039;&#039;&#039; range is now 12&amp;quot; from a Synapse model. If you have a SYNAPSE model within 12&amp;quot;, you can extend their Synaptic Link 12&amp;quot; through that model and continue this process to infinite. This means that any buffs, psychic powers, or whatever that uses Synaptic Link can also be daisy-chained to drastically expand its range. If another {{W40kKeyword|SYNAPSE}} unit enters the synapse range of a unit of a synapse link, their synapse aura will now also be able to share the synaptic link. This can turn your entire army into a giant network to share certain buffs or extend the range of Psychic Powers.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperatives&#039;&#039;&#039; have also been changed from their pre-Codex versions. Each SYNAPSE units now have their own unique SYNAPTIC IMPERATIVES. These are active for only one round. You pick a Synaptic Imperative based on a SYNAPSE model you have on the board, and from them on til the end of the round, all SYNAPSE models gain that aura. You cannot use a Synaptic Imperative that has already been chosen, and you can only use a Synaptic Imperative based on a model still on the board (but there is a stratagem to let you use an Imperative from a destroyed model.)&lt;br /&gt;
***New rules dictate that you can only make use of Synaptic Imperatives if your warlord is alive and on the battlefield at the start of the battle round. Big sads for Hive Tyrants, (they have to be the warlord if you take one).&lt;br /&gt;
*&#039;&#039;&#039;Shadow in the Warp&#039;&#039;&#039;: Your anti psyker ability. Enemy {{W40kKeyword|PSYKERS}} must subtract 1 from any Psychic test they make if they are within 18&amp;quot; of any units with this ability. Furthermore, if any enemy {{W40kKeyword|PSYKERS}}, suffers perils of the warp whilst within 18&amp;quot;, they suffer D3+1 mortal wounds instead of the normal D3 mortal wounds. {{W40kKeyword|TYRANID}} {{W40kKeyword|PSYKERS}}, friend and foe, are not affected by either of these abilities. With the increased potency and ease of manifesting powers, putting them at a -1 disadvantage makes this an ability worth having, as it helps you deny the witch easier, and thus, punishes armies that rely on spells. The only downside is it doesn&#039;t affect enemy Genestealer Cults and other Hive fleet players which both love their psychic phase. The perils buff is nice to have but won&#039;t come up that often; when it does, however, don&#039;t forget about it, as it can kill the enemy psyker.&lt;br /&gt;
**The minus one to tests does not effect the chances of perils.&lt;br /&gt;
&lt;br /&gt;
==Hive Fleet Adaptations==&lt;br /&gt;
Your Chapter Tactics-equivalents, representing the main 3 Hive Fleets in the fluff (Behemoth, Kraken, and Leviathan) as well as 4 splinters that range from the obscure to the entirely new. Each Hive Fleets has two traits: a primary trait and an adaptive trait. The primary trait is mandatory, as in if you want play Behemoth you&#039;ll always gain +1 strength on the first round of combat. The adaptive trait, however, can be swapped out before the game starts for a trait in the hunt, lurk, or feed traits; which of these trait each Hive Fleet can choose from will be specify under &amp;quot;Hyper-Adaptation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Behemoth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:BehemothIcon.jpg|94px|left|]]The Hive Mind&#039;s will seeks to crush the opposition with overwhelming strength.&lt;br /&gt;
&lt;br /&gt;
The first wave of Tyranids to be recognized in the galaxy, and the same force that nearly wiped out the Ultramarines.&lt;br /&gt;
&lt;br /&gt;
[[Hive Fleet Behemoth]] specializes in pure aggression, overwhelming your enemy with numbers and pure physical power. They focus the most on getting into the fight with an additional edge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptation - &#039;&#039;Hyper-Aggression&#039;&#039;:&#039;&#039;&#039; +1 S if charged, was charged, or performed a heroic intervention.&lt;br /&gt;
*&#039;&#039;&#039;Adaptive&#039;&#039;&#039;: Re-roll charges&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Adaptation&#039;&#039;&#039;: Hunt or Lurk&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait - &#039;&#039;Monstrous Hunger&#039;&#039;:&#039;&#039;&#039; Any to wound roll of 6 in melee causes one MW in addition to regular damage. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem - &#039;&#039;Brute Force (1/2 CP)&#039;&#039;:&#039;&#039;&#039; Slain {{W40Kkeyword|Behemoth}} infantry models can make their attacks after the attacker has resolved all of their attacks; similar caveats with other fight-after-dying abilities (can only pick a unit that hasn&#039;t attacked yet, precludes any other fight-after-dying ability) Costs less for {{W40Kkeyword|ENDLESS MULTITUDE}} units. &lt;br /&gt;
*&#039;&#039;&#039;Bio-Artefact (Relic) - &#039;&#039;Monstrous Musculature&#039;&#039;:&#039;&#039;&#039; Pretty simple +1 Damage to all your melee weapons.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Power: &#039;&#039;Unstoppable Onslaught (WC7)&#039;&#039;:&#039;&#039;&#039; Pick a friendly unit within 9”. Until the end of the turn, add 1 to the wound rolls for that unit’s melee attacks. &lt;br /&gt;
**Unchanged from last edition. +1 to wound is still a great power to have, and synergizes well with your inherent +1 S and your relic. &lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that are better off being used in a Behemoth Adaptation than any other.&lt;br /&gt;
**&#039;&#039;&#039;Super-Flyrant&#039;&#039;&#039; Stacking Behemoth&#039;s Power, Warlord Trait, and Relic with Monstrous Size on a winged Hive Tyrant makes for an excellent [[DISTRACTION CARNIFEX|fire magnet]] that melts heavy armor in close combat. For 205 points (or 225 with HVC) you get a deep-striking, charge-rerolling melee freight train with 5 S8 AP-4 attacks that explode on 6s to hit, wounds T8 on 3+, and deals 6 damage on wound rolls of 5+. Spicy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kraken ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:KrakenIcon.jpg|94px|left|]]&lt;br /&gt;
The Hive Mind&#039;s will seeks to claim the first kill.&lt;br /&gt;
&lt;br /&gt;
Speedy, and sneaky bugs. [[Hive Fleet Kraken]] was the second major Hive Fleet, and consists of many small but fast moving splinter fleets, which caused the Imperium no end of trouble when they went fast and deep behind the main battle lines during the second Tyrannic War.&lt;br /&gt;
&lt;br /&gt;
On the tabletop this translates to closing the distance as soon as possible, and its advantages are mostly focused on closing the distance as soon as possible. In theory this is similar to Behemoth, but in practice it&#039;s a little more directed, since competitive lists focus more on few Deathstars rather than a nice army-wide buff.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptation: &#039;&#039;Hyper-Aggression&#039;&#039;:&#039;&#039;&#039; If they made a charge this turn, add 1 to the AP of their weapons.&lt;br /&gt;
**In the age of Armour of Contempt, this trait makes Kraken an excellent counter to marines.&lt;br /&gt;
*&#039;&#039;&#039;Adaptive&#039;&#039;&#039;: Advance rolls are D3+3 instead of a D6. Specifically excludes mixing this with Stratagems. &lt;br /&gt;
*&#039;&#039;&#039;Hyper-Adaptation&#039;&#039;&#039;: Hunt or Feed&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;One Step Ahead&#039;&#039;:&#039;&#039;&#039; On a 5+, get a CP everytime your opponent uses a strat.&lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Opportunistic Advance (1 CP)&#039;&#039;:&#039;&#039;&#039; Advance &#039;&#039;&#039;8&amp;quot;&#039;&#039;&#039; rather than rolling, do not suffer penalty for advancing and firing assault weapons &lt;br /&gt;
*&#039;&#039;&#039;Bio-Artefact (Relic): &#039;&#039;Chameleonic Mutation&#039;&#039;:&#039;&#039;&#039; -1 to Hit Rolls against the bearer, hit rolls cannot be re-rolled &lt;br /&gt;
*&#039;&#039;&#039;Psychic Power: &#039;&#039;Synaptic Lure (WC5)&#039;&#039;:&#039;&#039;&#039; Reroll charges against one unit within 18&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that are better off being used in a Kraken Adaptation than any other. As of writing this, Kraken is one of the more competitive fleets out there. Warhammer has always been a powerful movement based game, and Kraken gives you that on top of extra AP in cc. The adaptive is good, but you can also switch it out for other options and not feel bad about it. The Kraken strat is where most of your play comes from. Auto advancing 8 inches and then charging from the psychic power will assure that you are slingshotting a unit into the enemy nearly every turn while bogging them down and holding objectives. Slingshotting ravenors, screamer-killers, and even Hormagants are all great options for Kraken. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Leviathan ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:LeviathanIcon.jpg|94px|left|]]&lt;br /&gt;
The Hive Mind&#039;s will seeks to unify all through its synapse vessels.&lt;br /&gt;
&lt;br /&gt;
The poster children, and the largest Hive Fleet ever recorded, [[Hive Fleet Leviathan|Leviathan]] is built around Synapse  and unit synergy. In practice this means you&#039;ll either receive buffs by being near Synapse creatures, or you&#039;ll be using their stratagem to overwhelm the enemy in numbers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptation&#039;&#039;&#039;: &#039;&#039;Synaptic Control&#039;&#039;: {{W40Kkeyword|SYNAPSE MONSTERS}} units gain Transhuman, with all wound rolls of 1-3 failing; if a Leviathan unit is within Synaptic Link range, they cannot be wounded on 1s and 2s.&lt;br /&gt;
**It took a long fucking time, but Leviathan has now heen nerfed. As of the Q4 2022 Rebalance, Only Synapse MONSTERS gain transhuman. Warriors and Zoanthropes can provide synapse auras for swarms to get mini transhuman, but will no longer benefit.&lt;br /&gt;
**Note that because the lowest toughness that synapse and non-synapse unit have are T5 &amp;amp; T3 respectively, this trait only kicks in on S6 or higher weapons, +1 to wound mechanics and poison abilities.&lt;br /&gt;
*&#039;&#039;&#039;Adaptive&#039;&#039;&#039;: Leviathan Units can reroll one hit roll every time they make an attack.&lt;br /&gt;
**Great for character and monsters, terrible for swarms. If you&#039;re bringing a lot of guants or the like, I strongly recommend swapping this out.&lt;br /&gt;
*&#039;&#039;&#039;Hyper Adaptation&#039;&#039;&#039;: They may switch out their Adaptive trait for one in the HUNT or LURK biomorphologies. &lt;br /&gt;
**&#039;&#039;&#039;Hunt:&#039;&#039;&#039; Good for your aggression. Ambush Predators gives you all the bodies for heroic intervention. Synaptic Goading and Augmented Ferocity are great for getting your forces into the fray immediately.&lt;br /&gt;
**&#039;&#039;&#039;Feed:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;Warlord Traits&#039;&#039;&#039;: &#039;&#039;&#039;Perfectly Adapted&#039;&#039;&#039;: Once per battle round, you can re-roll a single to hit, to wound, damage roll, advance roll, charge roll, psychic test, or saving throw roll. Save on that CP because you&#039;ve got a ton of other uses for it.&lt;br /&gt;
*&#039;&#039;&#039;Stratagems: &#039;&#039;Combined Assault(1 CP)&#039;&#039;:&#039;&#039;&#039; Use during the Fight phase. Select an enemy unit within engagement range of at least 2 LEVIATHAN units from your army; all attacks targetting said unit improve their AP by 1. &lt;br /&gt;
**Simplified from last edition, which required that it be a Fly unit and someone else.&lt;br /&gt;
*&#039;&#039;&#039;Bio-Artefacts&#039;&#039;&#039;: &#039;&#039;&#039;Preceptic Node&#039;&#039;&#039;: Shoot at reinforcements (18&amp;quot;) with a {{W40kKeyword|Core}} or {{W40kKeyword|Character}} unit within 6&amp;quot; of the character with this relic. Pick one unit to shoot once per phase, but you can shoot as many reinforcements that arrive so long as you have the units for it. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Power: &#039;&#039;Hive Nexus (WC6)&#039;&#039;:&#039;&#039;&#039; Select a unit within Synaptic Link range of this Psyker, and a unit with a Synaptic imperative also within range of your Psyker. Until your next psychic phase, that unit acts as if it was under the effect of that Synaptic Imperative on top of the one that&#039;s already active for your army. &lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that are better off being used in a Leviathan Adaptation than any other. With Leviathan, monsters being transhuman are incredibly annoying to deal with. Unfortunately the way of the leviathan warrior spam is kind of dead right now since they don&#039;t get any transhuman, so Leviathan will mostly focus on big and small bugs, but not a lot of medium sized ones. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Gorgon ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:GorgonIcon.jpg|94px|left|]]&lt;br /&gt;
The Hive Mind&#039;s will seeks to adapt to the foe&#039;s tactics and capabilities.&lt;br /&gt;
&lt;br /&gt;
This is the Splinter Fleet, which, for some reason, GW likes to call a Hive Fleet, (probably to make the [[Tau Empire]] seem more like a credible threat for defeating Gorgon) that fell upon the Tau, and failed to wipe them out (though opinions on how good/bad that would be vary wildly).&lt;br /&gt;
&lt;br /&gt;
[[Hive Fleet Gorgon|Gorgon]] is the Hive Fleet known for the quickest adaptation, but in practice they [[wat|specialize in poison instead]]; Gorgon is chock-full of mechanics that depend on wound rolls, and their adaptive trait gives them a free reroll per unit. That being said, [[Fail|you now can&#039;t re-roll wounds against Space Dwarves]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptation: &#039;&#039;Adaptive Toxins&#039;&#039;:&#039;&#039;&#039; Wound rolls of 4+ against non-VEHICLE/TITANIC are always successful. Works for both melee and shooting.&lt;br /&gt;
*&#039;&#039;&#039;Adaptive&#039;&#039;&#039;: Free re-roll of one wound roll per unit.&lt;br /&gt;
**Great for character and monsters, terrible for swarms. If you&#039;re bringing a lot of guants or the like, I strongly recommend swapping this out.&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Adaptation&#039;&#039;&#039;: Feed or Lurk&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Lethal Miasma&#039;&#039;:&#039;&#039;&#039; On a successful charge, roll a D6 for each enemy unit within 3&amp;quot;. On a 2-5, they suffer a MW. On a 6, they take D3 MW.  &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Hyper-Toxicity (1 CP)&#039;&#039;:&#039;&#039;&#039; Pick a GORGON unit with TOXIN SACS. All unmodified HIT ROLLs of 5+ auto-wound. &lt;br /&gt;
*&#039;&#039;&#039;Bio-Artefact (Relic): &#039;Hypermorphic Biology&#039;&#039;:&#039;&#039;&#039; +1 Toughness, count as double-wounds for wound brackets.  &lt;br /&gt;
*&#039;&#039;&#039;Psychic Power: &#039;&#039;Poisonous Influence (WC7)&#039;&#039;:&#039;&#039;&#039; Unmodified wound rolls of 6 deal a MW on top of normal damage. &lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that are better off being used in a Gorgon Adaptation than any other. Gorgon kind of wants you to run swarms, but you can definitely make monsters work too with the free wound reroll. The wounding on 4+ trait works for shooting too, so it can be quite annoying for daemons or tau when you wound all of their monsters and suits with mass death spitters and stinger salvos. Funnily enough, the bio artifact is a bit of a sleeper hit, and having a t9 hive tyrant or tervigon can be really annoying to deal with, but unfortunately it&#039;s a relic instead of a warlord trait, and Nid relics are already really competitive. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hydra ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HydraIcon.jpg|94px|left|]]&lt;br /&gt;
The Hive Mind&#039;s will seeks to overwhelm the opposition with a tide of chitin and teeth.&lt;br /&gt;
&lt;br /&gt;
The endless swarm, [[Hive Fleet Hydra|Hydra]] is [[FAIL|odd in that its targets are other Hive Fleets, seeking to cannibalise them to absorb their genetic memory]].&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t have any real advantage in game, as Hydra plays by flooding the board with bodies, and gaining great bonuses while you outnumber the enemy.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptation: &#039;&#039;Swarming Instincts&#039;&#039;:&#039;&#039;&#039; Each time a model with this adaptation makes a melee attack on a unit that contains less models than its own, add 1 to the hit roll. Vehicles and Monsters count as 5 models. &lt;br /&gt;
*&#039;&#039;&#039;Adaptive&#039;&#039;&#039;: Add 1 to the move characteristic, and HYDRA models can consolidate 3&amp;quot; more (to a max of 9&amp;quot;).&lt;br /&gt;
**Never swap this out for the + 3&amp;quot; consolidate trait from Hunt as it&#039;s literally the same thing but worse.&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Adaptation&#039;&#039;&#039;: Feed or Hunt&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Endless Regeneration&#039;&#039;:&#039;&#039;&#039; Regenerate d3 lost wounds on the start of the Command Phase. It can only regenerate itself once per turn, to limit any stratagem shenanigans.   &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Critical Mass (1 CP)&#039;&#039;:&#039;&#039;&#039; One unit can reroll the wound roll in the fight phase so long as their unit contains more models than the target unit. &lt;br /&gt;
**Says nothing about how many models a MONSTER counts as. &lt;br /&gt;
*&#039;&#039;&#039;Bio-Artefact (Relic): &#039;&#039;Barbworm Infestation&#039;&#039;:&#039;&#039;&#039; The bearer may reroll their wound rolls for their ranged weapons. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Power: &#039;&#039;Psychic Shriek (WC6)&#039;&#039;:&#039;&#039;&#039; Group REEEEEEE- Pick an enemy unit either within Synaptic Link range [[Cheese|(remember, this can be extended to infinity)]] or within 18&amp;quot; . Roll one D6 for each friendly HYDRA INFANTRY or HYDRA BEAST model within 3&amp;quot; of that unit, and 3D6 for each HYDRA MONSTER. For each 5+, the unit suffers a mortal wound, to a max of 6. &lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; This is one of the more horde based fleets. The other fleets that aid hordes also help monsters to some degree, but Hydra really is all about the hordes. With that being said, unfortunately hordes aren&#039;t the greatest right now for nids as they are too expensive, and some of the other fleets are better at helping hordes in general, in my opinion. With that being said, this fleet wants you to run fast cc infantry like hormagants and ravenors alongside some tougher objective holders to hang in the back. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Jormungandr ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:JormungandrIcon.JPG|94px|left|]]&lt;br /&gt;
The Hive Mind&#039;s will seeks to devour the world from under the enemy&#039;s feet.&lt;br /&gt;
&lt;br /&gt;
Digger bugs, best known for hiding beneath the surface of a planet until it&#039;s safe to resurface. [[Hive Fleet Jormungandr|Jormungandr]] is infamous for often resurging only after the forces that wiped out the first wave leave, bringing a fresh round of misery to the Imperials who thought they got all the damn bugs.&lt;br /&gt;
&lt;br /&gt;
In practice this means that they have the greatest resistance against shooting and the most varied Deep Strike potential.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptation: &#039;&#039;Tunnel Networks&#039;&#039;:&#039;&#039;&#039; Dense Cover for {{W40Kkeyword|Jormungandr}} units 12&amp;quot; away, 18&amp;quot; for Monsters. &lt;br /&gt;
*&#039;&#039;&#039;Adaptive:&#039;&#039;&#039; Units count as half the number of models when targeted by Blast.&lt;br /&gt;
*&#039;&#039;&#039;Hyper Adaptation:&#039;&#039;&#039; Hunt or Lurk&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Insidious Threat&#039;&#039;:&#039;&#039;&#039; Select one unit within Synaptic Link range of the Warlord. Until the start of your next Command phase, enemy units do not receive the benefits of any sort of cover. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;Buried In Wait (1 CP)&#039;&#039;:&#039;&#039;&#039; When a single {{W40Kkeyword|Jormungandr}} {{W40Kkeyword|Infantry}} unit is set up, you can put it underground instead of deploying it normally. Deep Strike by another name, without the ability to synergize with Subterranean Assault. Can be used 1-3 times, depending on the size. &lt;br /&gt;
*&#039;&#039;&#039;Bio-Artefact (Relic): &#039;&#039;Infrasonic Roar&#039;&#039;:&#039;&#039;&#039; End of your movement phase, select one enemy unit within 12&amp;quot; of the bearer and roll 3D6. If the result is equal or higher than their Leadership, until the start of your next movement phase, that unit cannot perform an action, and if they are performing an action, it fails. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Power: &#039;&#039;Lurking Maws (WC7)&#039;&#039;:&#039;&#039;&#039; Select an enemy unit within Synaptic Link range, or within 18&amp;quot;. Until the start of your next Psychic Phase, each time a model makes a melee attack against that enemy unit, improve the AP by 1. &lt;br /&gt;
**Extra AP is always good, with caveats. AoC is mostly gone now except on Votann, so now this power really has some kick to it again.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that are better off being used in a Jormungandr Adaptation than any other. &amp;lt;s&amp;gt;The Lurk adaptation of Naturalised Camouflage is a powerful defensive bonus, since you benfit from Dense Cover if you&#039;re far enough away from your enemies Naturalised Camoflage turn&#039;s a -1 to hit to a -1 to hit +1 armor save.&amp;lt;/s&amp;gt; The Naturalized Camouflage adaptation specifically says &amp;quot;from a terrain feature&amp;quot; and the Jormungandr trait does not come from a terrain feature. In most cases, you&#039;re going to take the Territorial Instincts adaptive and go monster heavy since -1 to hit monsters are really annoying to deal with when they&#039;re obsec and sitting on objectives. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Kronos ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:KronosIcon.jpg|94px|left|]]&lt;br /&gt;
The Hive Mind&#039;s will seeks to deliver death from afar, no matter the case.&lt;br /&gt;
&lt;br /&gt;
The anti-psyker bugs, [[Hive Fleet Kronos]] seems to be the Hive Mind&#039;s first attempt at fighting back against Chaos. It travels across the galaxy targeting those areas where the veil between real-space and the warp is at its thinnest, and devours any chaos cults that might be trying to split the veil entirely.&lt;br /&gt;
&lt;br /&gt;
Thousand Sons, but Bugs. They punish Psykers within Synaptic Range, while also having better shooting than other Tyranids. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Fleet Adaptation: &#039;&#039;Bio-Barrage&#039;&#039;:&#039;&#039;&#039; Add 4&amp;quot; to your ranged weapons &lt;br /&gt;
**4&amp;quot; really helps out your termigant shooting as it means they can more relaiable get into fire fights with the common 24 inch rapid fire weapons common to many armies.&lt;br /&gt;
*&#039;&#039;&#039;Adaptive:&#039;&#039;&#039; Each time a model makes a ranged attack within half-range, improve the AP by 1. Yes, this does stack with the plus 4&amp;quot; from the primary trait.&lt;br /&gt;
**Like Kraken&#039;s primary trait, this helps you deal with marines&#039; Armour of Contempt, unlike Kraken, if you find yourself against an army that doesn&#039;t rely or even have armor saves, like Harlequins, you can change this out while still reaping the benefits of playing this Hive Fleet.&lt;br /&gt;
*&#039;&#039;&#039;Hyper-Adaptation:&#039;&#039;&#039; Feed and Lurk. &lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait: &#039;&#039;Soul Hunger&#039;&#039;:&#039;&#039;&#039; Enemy Psykers within 18&amp;quot; suffer Perils on any double, not just double 1s and 6s. &lt;br /&gt;
*&#039;&#039;&#039;Stratagem: &#039;&#039;The Deepest Shadow (1 CP)&#039;&#039;:&#039;&#039;&#039; When an enemy psyker within 18&amp;quot; of a KRONOS Psyker suffers Perils, they suffer D3 Moral wounds, and until the end of the phase, the KRONOS Psyker gains the following aura: &lt;br /&gt;
**Deepest Shadow: While an enemy PSYKER unit is within 18&amp;quot; of this unit, each time a Psychic Test is failed, they suffer D3 mortal wounds. &lt;br /&gt;
*&#039;&#039;&#039;Bio-Artefact (Relic): &#039;&#039;Null Node&#039;&#039;:&#039;&#039;&#039; In your Command phase, select an enemy unit within Synaptic Link range. Until your next Command Phase, models in that unit cannot re-roll hit, wound, or psychic tests. &lt;br /&gt;
*&#039;&#039;&#039;Psychic Power: &#039;&#039;Symbiostorm (WC7)&#039;&#039;:&#039;&#039;&#039; Select a KRONOS unit within Synaptic Link Range of this Psyker.  Until the start of your next Psychic phase, add 1 to the Str of that unit&#039;s ranged attacks.&lt;br /&gt;
*&#039;&#039;&#039;Tactics:&#039;&#039;&#039; Here are some tactics that are better off being used in a Kronos Adaptation than any other.&lt;br /&gt;
**The Deepest Shadow: A KRONOS Warlord with Soul Hunger and the Null Node can make for an oppressive NO PSYKER aura. If they roll &#039;&#039;any&#039;&#039; doubles within Synaptic Link range, they suffer Perils (And if they&#039;re within 18&amp;quot;, Shadow of the Warp kicks in to add +1 MW) and can&#039;t re-roll to avoid it. Then spend a CP to add another D3 mortal wounds and gain an 18&amp;quot; Aura that dishes out D3 MW for every &#039;&#039;failed&#039;&#039; Psychic Test thereafter. This is on top of their -1 to Psychic Tests inherent from Shadow in the Warp. &lt;br /&gt;
***Remember, you can use a SYNAPSE creature within SYNAPSE LINK of the Warlord to extend the Aura another 12&amp;quot;. &lt;br /&gt;
*While psychic shenanigans are good for Kronos, most of their power comes from bonuses to shooting. The extra AP and range really do help, so things like pyrovores, shooty warriors, and and even ap4 venom cannon carnifexes will enjoy it. There are probably better fleets, but you can really feel the bonuses to shooting that Kronos provides. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Hyper Adaptations and Custom Fleets===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:TiamatIcon.jpg|94px|left|]]&lt;br /&gt;
[[File:OuroborisIcon.JPG|94px|right|]]&lt;br /&gt;
The Hive Mind&#039;s will seeks adaptability in its countless multitudes.&lt;br /&gt;
&lt;br /&gt;
There&#039;s a great many Tyranid Hive Fleets that are distinctly separated from the main Hive Fleets, and also include oddities like [[Hive Fleet Tiamet|Tiamet]] (pictured left), a Hive Fleet that landed on a planet and chose to start building there for some reason, as well as [[Hive Fleet Ouroboris|Ouroboris]] (pictured right), a Hive Fleet that specializes in aerial assaults so thick with bodies they blot out a planet&#039;s sun(s).&lt;br /&gt;
&lt;br /&gt;
While the previous edition&#039;s codex had updates to provide custom hive fleets, the new codex pretty much threw this all out to make a whole new way to run them. Even better, these are adaptations that your main fleets can steal for their own with Hyper-Adaptation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Splinter Fleet:&#039;&#039;&#039; As with any other army, you can be boring and just ape off an existing hive fleet, giving you the WT and Adaptation as well as Strat and Power the fleet gives. Just as unimpressive as anything else.&lt;br /&gt;
&lt;br /&gt;
If you want to go actually custom for your fleet, you can pick a trait from two different adaptation lists. However, you will need to keep an eye on your third list, as you can use Hyper-Adaptations to swap off one of your preselected traits for a trait from the third list.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hunt&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adrenalised Onslaught:&#039;&#039;&#039; Units can consolidate an additional 3&amp;quot;, which lets your gaunts and rippers in particular get stuck in without worrying about the charge. The gaunts in particular love it with their insane consolidate ranges.&lt;br /&gt;
*&#039;&#039;&#039;Ambush Predators:&#039;&#039;&#039; All your units can perform Heroic Interventions despite not being characters. This is especially handy for your walls of gaunts needing to protect mommy Tervigon or daddy Tyrant.&lt;br /&gt;
*&#039;&#039;&#039;Augmented Ferocity:&#039;&#039;&#039; +1 to charge rolls.&lt;br /&gt;
*&#039;&#039;&#039;Heightened Reflexes:&#039;&#039;&#039; Units can shoot after falling back but must take a -1 to hit when doing so. Gaunts and warriors will be the most likely benefactors from this, considering how much they&#039;ll be shooting.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Goading:&#039;&#039;&#039; {{W40kKeyword|Endless Swarms}} units with this adaptation can move 6&amp;quot; before the first turn. Your gaunts tend to be the front liners anyways. It&#039;s a very easy pick if you bring a ton, especially if you exploit their insane charge ranges.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Stabilising Membranes:&#039;&#039;&#039; Any nat 6s to hit while shooting improves the AP of the hit by 1.&lt;br /&gt;
*&#039;&#039;&#039;Exoskeletal Stabilisation:&#039;&#039;&#039; The shooting-favoring stratagem. Assault weapons no longer take penalties for shooting after advancing, infantry with heavy weapons can shoot after moving with no penalty and monsters can fire heavy weapons at enemies they&#039;re engaged with without any penalties.&lt;br /&gt;
*&#039;&#039;&#039;Relentless Hunger:&#039;&#039;&#039; Even if a unit fails a charge, they can still move up to 3&amp;quot;, letting them slide back to a convenient piece of cover.&lt;br /&gt;
*&#039;&#039;&#039;Unrelenting Swarm:&#039;&#039;&#039; Your units ignore modifiers to their movement. &lt;br /&gt;
*&#039;&#039;&#039;Wreathed in the Shadow:&#039;&#039;&#039; Enemies can&#039;t overwatch or set to defend against your charges. Ohhhh, this is a very fun for your mobs and lictors.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Lurk&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Exoskeletal Reinforcement:&#039;&#039;&#039; These units treat any AP-1 attacks they take as AP0. It&#039;s not quite Armour of Contempt, but it offers a decent share of protection against small arms fire.&lt;br /&gt;
*&#039;&#039;&#039;Natural Camouflage:&#039;&#039;&#039; Your units gain a +1 to their armor save when they&#039;re under the benefits of cover &#039;&#039;from a terrain feature.&#039;&#039;. &lt;br /&gt;
**Unlike other &amp;quot;benefits of cover&amp;quot; rules, this one specifically says you need to gain cover from a terrain feature. That means you can&#039;t use the Broodlord&#039;s Synaptic Imperative to give you light cover in the open, and then get another +1 to your save. It also won&#039;t synergize with Jormungadr at all. &lt;br /&gt;
**This adaptation lets you stack armor saves. If you&#039;re getting Light, Heavy, or Dense from a terrain feature (or even just +1 LD), your armor save gets improved by 1 against ranged attacks. &lt;br /&gt;
*&#039;&#039;&#039;Synaptic Ganglia:&#039;&#039;&#039; Your psykers can re-roll their deny checks and any models they cast gain +3&amp;quot; to their ranges. Definitely the one to take against psyker-dependent armies like the Eldar and Thousand Sons.&lt;br /&gt;
*&#039;&#039;&#039;Territorial Instincts:&#039;&#039;&#039; Your monsters now gain ObSec, letting models with 10+ wounds count as 5 models in terms of capping.  You want to Nidzilla? This is how you Nidzilla. combine this with a Spearhead Detachment and, while you may take a CP hit, you can have all the Carnfex&#039;s you want. The issue is Carnfex&#039;s have 9 wounds, so each one only count&#039;s as one model, guess you&#039;ll just have to kill all there troops then.&lt;br /&gt;
*&#039;&#039;&#039;Unfeeling Resilience:&#039;&#039;&#039; Your monsters now count as having double wounds in regards of damage tracks, making them far more effective over a longer time.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
These are the warlord traits all Tyranids of any {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt;}} can take - see individual fleets and armies of renown for warlord traits specific to those.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Alien Cunning&#039;&#039;&#039;: Your warlord gains objective secured &amp;amp; counts as 5 models on objectives. In addition, your warlord can do an action even if it advanced or fell back. Deathleaper uses it, allowing it to mess with backfield objectives with ease. Just keep an eye on your adaptations. If you take the adaption to give monsters objective secured, and a monster HQ, you already have this.&lt;br /&gt;
#&#039;&#039;&#039;Heightened Senses&#039;&#039;&#039;: Warlord can reroll hits for ranged &amp;amp; melee attacks and always fights first. The most direct one, giving the most for a frontline combatant or backfield artillery bug but little else. Obviously wasted on a neurothrope.&lt;br /&gt;
#&#039;&#039;&#039;Synaptic Lynchpin&#039;&#039;&#039;: +3&amp;quot; to auras, synaptic imperatives, and command phase abilities. Well now Tervigon can projectile birth Termagants 9 inches away. Probably skip unless you take this on a Malanthrope; a free 9&amp;quot; -1 to hit bubble isn&#039;t half bad. The Swarmlord takes this.&lt;br /&gt;
#&#039;&#039;&#039;Direct Guidance&#039;&#039;&#039;: One {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt; Core}} unit within synaptic link range gains +1 to hit. Gives you another booster to apply, in part.&lt;br /&gt;
#&#039;&#039;&#039;Synaptic Tendrils&#039;&#039;&#039;: Your warlord can use their command phase ability a second time. It&#039;s not all ability, check the warlord trait to figure out what one&#039;s exactly count. Direct guidance is usually better reroll 1&#039;s to hit/wound from the Hive Tyrant/Tyranid Prime. Amazing for the Neurothrope to improve your psychic phase.&lt;br /&gt;
#&#039;&#039;&#039;Adaptive Biology&#039;&#039;&#039;: 5+++ feel no pain. Simple but effective. Old One Eye takes this, as he damn well should.&lt;br /&gt;
&lt;br /&gt;
==Adaptive Physiology==&lt;br /&gt;
No longer mutually exclusive to a warlord trait. A points upgrade for your non-character, non-titanic, monsters; so no giving your Hive Tyrant double wounds for the purpose of the damage table.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dermic Symbiosis&#039;&#039;&#039;: 25 points. The monster gets a 4++. Strongly consider this for Exocrines and the like.&lt;br /&gt;
*&#039;&#039;&#039;Enraged Reserves&#039;&#039;&#039;: 25 points. The monster with this upgrade counts as double wounds for determining its damage table. And you can use 1 epic deeds strat on this monster for free once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Hardened Biology&#039;&#039;&#039;: 15 points. +1 save against damage 1 weapon. &amp;quot;All is dust&amp;quot; for your monsters. Best used on a carnifex due to their built-in -1 damage to turn damage 2 to damage 1, which you would then get a +1 save against.&lt;br /&gt;
*&#039;&#039;&#039;Precognitive Sensoria&#039;&#039;&#039;: 20 points. Fights first.&lt;br /&gt;
*&#039;&#039;&#039;Predatory Instincts&#039;&#039;&#039;: 15 points. Can heroic intervene and so up to 6&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Enhancement&#039;&#039;&#039;: 10 points. This model gains Shadow in the Warp and Synapse and gains the {{W40Kkeyword|SYNAPSE}} keyword. &lt;br /&gt;
**Instinctive Behaviour isn&#039;t a thing in this edition, so you&#039;ll be taking this if you want to give a backline  Tyrannofex/Exocrine a Synapse aura, or to extend your Synapse Link range.&lt;br /&gt;
**Great on Leviathan, since their Synapse creatures can only be wounded on 4s. It&#039;s like an invuln that only kicks in on higher strength/poison weapons. You have lot of good options for Exocrine Physiologies already, but if you have the points and have already given someone Dermic Symbiosis, you can give them this to shrug off lascannons and demolishers.&lt;br /&gt;
*&#039;&#039;&#039;Voracious Ammunition&#039;&#039;&#039;: 15 points. After this monster finishes shooting, pick one unit that this monster has &#039;&#039;&#039;hit&#039;&#039;&#039;, on a 2+, that unit takes D3 mortal wounds. Excellent for a dakkafex, exocrine, tyrannofex, or flyrant.&lt;br /&gt;
*&#039;&#039;&#039;Whipcoil Reflexes&#039;&#039;&#039;: 15 points. Enemy unit that fall back for this monster suffers 1D3 mortal wounds on a 2+. Picking this means your spending points on something that you can&#039;t plan around, as your opponent can, more often than not, choose not to be in combat with this unit.&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
The Hive Mind discipline is usually the only psychic table your Psykers will be rolling on or choosing from.&lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Catalyst&#039;&#039;&#039;: Blessing. WC6. A {{W40kKeyword|TYRANID}} unit within synaptic link range of the caster gets a 5+++ (or 6+++ if titanic) until the Tyranid player&#039;s next psychic phase.&lt;br /&gt;
#&#039;&#039;&#039;The Horror&#039;&#039;&#039;: Malediction. WC6. A unit within 24&amp;quot; or synaptic link range that is visible to the caster subtracts 1 from their combat attrition tests and -2 Leadership characteristic.&lt;br /&gt;
#&#039;&#039;&#039;Neuroparasite&#039;&#039;&#039;: WC7. Witchfire. Target one enemy unit with an 18&amp;quot; or within synaptic link range. Roll a d6 for each model in the target unit. For each roll that is above the target&#039;s toughness the unit suffers one mortal wound to a maximum of 6.&lt;br /&gt;
#&#039;&#039;&#039;Onslaught&#039;&#039;&#039;: Blessing. WC6. A power that allows a {{W40kKeyword|TYRANID}} unit within synaptic link range to advance and shoot in the same turn without suffering any penalties to the BS for moving/advancing with Heavy or Assault weapons. Oh, and they can charge after advancing, too!&lt;br /&gt;
#*One of the best on here, most effective with Kraken (which has better advance rolls and more reason to advance when possible) and Behemoth (which will appreciate the further boost to its re-rollable charges). Just remember that the test for this power comes after you choose to advance, so if you want to play it safe, don&#039;t rely on it.&lt;br /&gt;
#*Consider casting this with a Neurothrope, as its +1 to Psychic Tests makes this a lot more reliable or +2 if you give it a resonance barb.&lt;br /&gt;
#&#039;&#039;&#039;Paroxysm&#039;&#039;&#039;: Malediction. WC7. Select an enemy unit within 18&amp;quot; of the psyker or in synaptic link range, that unit cannot for overwatch or set to defend, and each time the unit makes a melee attack, subtract 1 to their wound rolls until your next Psychic phase.&lt;br /&gt;
#&#039;&#039;&#039;Psychic Scream&#039;&#039;&#039;: Witchfire. WC5. The nearest enemy target within 18&amp;quot; suffers D3 mortal wounds. If the target is a psyker, roll 2d6; if the result is higher than their Ld, a randomly chosen psychic power they know is disabled for the rest of the battle. Doesn&#039;t have quite the same potential to inflict damage as Smite, but the ability to disable a unit&#039;s potential to buff allies or throw around mindbullets of their own more than makes up for it.&lt;br /&gt;
#*It&#039;s not gonna be easy to use on characters though, so your best targets are probably Thousand Sons, Tzeentch daemons, and Grey Knights (because they &#039;&#039;deserve&#039;&#039; even more pain). This can also force your opponent to take the same power on more than one Psyker to try and counteract the disabling effect. Since repeated attempts to manifest a non-smite power more than once per psychic phase aren&#039;t allowed, you can weaken your opponent in the psychic phase even if you don&#039;t actually manifest this power - either you cripple the other guy&#039;s psykers, or you force then to waste a valuable power slot. Either way, you benefit.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;text-align: center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
!colspan=10|Power Manifest Stats&lt;br /&gt;
|-&lt;br /&gt;
!WC!!Base!!+1 to Cast!!Re-roll 1s!!Re-roll 1s and +1!!+1 Unkept Die!!+1 Unkept Die and +1!!+1 Unkept Die and Re-roll 1s&lt;br /&gt;
|-&lt;br /&gt;
|5||83.33%||91.67%||93.98%||98.84%||94.91%||98.15%||97.38%&lt;br /&gt;
|-&lt;br /&gt;
|6||72.22%||83.33%||85.34%||93.98%||89.35%||94.91%||92.46%&lt;br /&gt;
|-&lt;br /&gt;
|7||58.33%||72.22%||72.92%||85.34%||80.56%||89.35%||84.07%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Weapons and Equipment==&lt;br /&gt;
These are the weapons and equipment [[Your Dudes]] use to dismember and consume the enemy. Each one has its benefits and drawbacks.&lt;br /&gt;
&lt;br /&gt;
===Melee weapons===&lt;br /&gt;
These claws and teeth are what make melee such a wonderful experience for the Tyranid super race, less so for your victims.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barbed Ovopositor&#039;&#039;&#039;: S+1 AP-1 D1, the signature weapon of the Parasite, this lets you infect a unit with rippers but remember you only get one attack with it every time you fight and you need to &#039;&#039;wound&#039;&#039; the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-flail&#039;&#039;&#039;: S+1 AP-1 D2, found on the Stone-crusher Carnifex, you make two hit rolls for every attack with this weapon so it can be a pretty nice way to deal with groups of enemies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bludgeoning Fists&#039;&#039;&#039;: S+1 AP-3 D1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bone Mace&#039;&#039;&#039;: S+1 AP-2 D2, a tail option for the Carnifex, you only get one attack with this each time so it may not be worth it if not against an almost-dead vehicle or monster.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bonesword&#039;&#039;&#039;: S+2 AP-2 D2, taking a pair gives you +1 Attack, taking just one gives you the lash whip ability and keyword.&lt;br /&gt;
**&#039;&#039;&#039;Bonecleaver&#039;&#039;&#039;: S user AP-1 D2, taking this also gives you a lash whip.&lt;br /&gt;
**&#039;&#039;&#039;Bone Sabres&#039;&#039;&#039;: S+1 AP-4 D3&lt;br /&gt;
**&#039;&#039;&#039;Monstrous Bonesword&#039;&#039;&#039;: S+3 AP-4 D3, no option for a pair, so this is stuck with the lash whip.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chitin-barbed Fists&#039;&#039;&#039;: S+1 AP-1 D1, the weapon of the Biovores, if they get to use this, then something went wrong.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clawed Limbs&#039;&#039;&#039;: S user AP-2 D1, the other weapon of the Parasite.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Crushing Claw&#039;&#039;&#039;: S+3 AP-3 D2&lt;br /&gt;
**&#039;&#039;&#039;Carnifex Crushing Claw&#039;&#039;&#039;: S+4 AP-3 Dd3+3&lt;br /&gt;
**&#039;&#039;&#039;Massive Crushing Claw&#039;&#039;&#039;: Sx2 AP-5 Dd3+3&lt;br /&gt;
**&#039;&#039;&#039;Monstrous Crushing Claw&#039;&#039;&#039;: S+4 AP-3 Dd3+2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flensing Whips&#039;&#039;&#039;: S user AP-2 D2, found on our two fleshy pods, remember these hit on a 5+.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Genestealer Claws and Talons&#039;&#039;&#039;: S user AP-3 D1&lt;br /&gt;
**&#039;&#039;&#039;Broodlord Claws and Talons&#039;&#039;&#039;: S user AP-3 D2, re-roll wound rolls with this weapon, and wound rolls of 6 are AP-5.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grasping Tail&#039;&#039;&#039;: S+1 AP-1 D2, the Malanthrope&#039;s weapon, not that powerful but can be used to pick off a model to obtain the aura ability.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lashwhip Pods&#039;&#039;&#039;: S5 AP-1 D1, found on the Hierophant, these give you &#039;&#039;&#039;10&#039;&#039;&#039; additional attacks with this weapon, so good for some mob cleaning.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lictor Claws and Talons&#039;&#039;&#039;: S user AP-3 D2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Powerful Limbs&#039;&#039;&#039;: S user AP-1 D2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravener Claws&#039;&#039;&#039;: S user AP-2 D1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ravenous Maw&#039;&#039;&#039;: S user AP-1 D2, each time you make an attack with this make 3 hit rolls instead of 1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rending Claws&#039;&#039;&#039;: S+1 AP-4 D1. With the introduction of Armour of Contempt this might be the best weapon against marines.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Tail&#039;&#039;&#039;: S user AP-3 D2 you get one additional attack with this one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Talons&#039;&#039;&#039;: S user AP-1 D1 +2 attacks, one for each talon. So if you take two pairs that model will gain +4 attacks.&lt;br /&gt;
**&#039;&#039;&#039;Carnifex Scything Talons&#039;&#039;&#039;: S user AP-3 D3, +2 attack, one for each talon.&lt;br /&gt;
**&#039;&#039;&#039;Gargantuan Scything Talons&#039;&#039;&#039;: S+2 AP-3 D6, since these are from the two FW titans, they are still using the old rules so no additional attacks but you get to re-roll hit rolls of 1.&lt;br /&gt;
**&#039;&#039;&#039;Hierodule Scything Talons&#039;&#039;&#039;: S+2 AP-3 Dd3+3, same with the above, no additional attacks but you get to re-roll hit rolls of 1.&lt;br /&gt;
**&#039;&#039;&#039;Hormagaunt Talons&#039;&#039;&#039;: S user AP-1 D1, no extra attacks (they&#039;re already built-in).&lt;br /&gt;
**&#039;&#039;&#039;Mawloc Scything Talons&#039;&#039;&#039;: S user AP-1 D1, no extra attacks (they&#039;re already built-in).&lt;br /&gt;
**&#039;&#039;&#039;Massive Scything Sickle-Talons&#039;&#039;&#039;: S+1 AP-3 Dd3+3, same with the other FW talons, no additional attacks but you get to re-roll all hit rolls this time.&lt;br /&gt;
**&#039;&#039;&#039;Massive Scything Talons&#039;&#039;&#039;: this weapon has two profiles (neither the Maleceptor nor the Tervigon want to be in combat so use these as a last resort only):&lt;br /&gt;
***Strike: S+3 AP-4 D2d3&lt;br /&gt;
***Sweep: S user AP-3 D2, each time you make an attack with this profile make 2 hit rolls instead of 1.&lt;br /&gt;
**&#039;&#039;&#039;Monstrous Scything Talons&#039;&#039;&#039;: S user AP-3 D2, +2 attacks, one for each talon.&lt;br /&gt;
**&#039;&#039;&#039;Screamer-killer Talons&#039;&#039;&#039;: S user AP-3 D3, no extra attacks (they&#039;re already built-in).&lt;br /&gt;
**&#039;&#039;&#039;Trygon Scything Talons&#039;&#039;&#039;: S user AP-3 D2, no extra attacks (they&#039;re already built-in).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scything Wings&#039;&#039;&#039;: S user AP-2 D2&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shovelling Claws&#039;&#039;&#039;: Sx2 AP-3 Dd3+3&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thorax Spur&#039;&#039;&#039;: S+3 AP-4 D3, you get 1 additional attack with this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Thresher Scythe&#039;&#039;&#039;: S4 AP-1 D1, one of the two tail options for the Carnifex, you get 3 additional attacks with this weapon, good on an anti-infantry oriented model.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxic Lashs&#039;&#039;&#039;: S user AP-1 D1, always wounds on a 2+, except against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanics}}.&lt;br /&gt;
**&#039;&#039;&#039;Massive Toxic Lashs&#039;&#039;&#039;: S user AP-2 D1, always wounds on a 2+, except against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanics}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxinspike&#039;&#039;&#039;: S user AP-3 D2, each time you fight, you can make one additional attack using this weapon; each time you fight you can only make one attack with this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrant Talons&#039;&#039;&#039;: S user AP-3 D1, make 2 additional attacks with this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Wreaker Claws&#039;&#039;&#039;: Sx2 AP-3 D3, the pride and joy of the Stone-crusher Carnifex, if you have two you can re-roll all hit rolls and against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Monsters}} the Damage becomes 5.&lt;br /&gt;
&lt;br /&gt;
===Ranged weapons===&lt;br /&gt;
These are the guns that fire the beetles, worms, maggots, and (when the Tyranids are feeling particularly conventional) plasma at your foes from a distance.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acid Spray&#039;&#039;&#039;: 18&amp;quot; Heavy D6+6 S6 AP-3 D2 auto-hits.&lt;br /&gt;
**&#039;&#039;&#039;Bio-acid Spray&#039;&#039;&#039;: 18&amp;quot; Heavy 3D6 S6 AP-2 D1 auto-hits, found on the Scythed Hierodule.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Barbed Strangler&#039;&#039;&#039;: 36&amp;quot; Assault d6 S6 AP-1 D1 Blast.&lt;br /&gt;
**&#039;&#039;&#039;Stranglethorn Cannon&#039;&#039;&#039;: 36&amp;quot; Heavy d3+3 S8 AP-2 D2 Blast.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-cannon&#039;&#039;&#039;: 48&amp;quot; Heavy 6 S8 AP-2 D2 the Barbed Hierodule has two of these bad boys, useful for hunting vehicles from afar&lt;br /&gt;
**&#039;&#039;&#039;Dire Bio-cannon&#039;&#039;&#039;: 48&amp;quot; Heavy 8 S10 AP-3 D3 the bigger version found on the bio-titans, they get two of these as well so consider to split fire to kill two light vehicles a turn or focus fire on something big to bring it down (don&#039;t forget &#039;&#039;frenzied metabolism&#039;&#039; if you need it).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-electric Pulse&#039;&#039;&#039;: 12&amp;quot; Assault 8 S5 AP0 D1.&lt;br /&gt;
**&#039;&#039;&#039;Bio-electric Pulse with Containment Spines&#039;&#039;&#039;: 12&amp;quot; Assault 8 S5 AP-2 D1.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-plasma&#039;&#039;&#039;: 12&amp;quot; Assault D3 S6 AP-3 D1 Blast, head upgrade of the Carnifex, could be useful but pretty mediocre, better stick to the other options.&lt;br /&gt;
**&#039;&#039;&#039;Bio-plasma&#039;&#039;&#039;: 12&amp;quot; Assault 2D6 S7 AP-3 D1 auto-hits, found on the mighty hierophant, a nice anti-mob option for when you need to clear an objective or drown a lesser character in hits.&lt;br /&gt;
**&#039;&#039;&#039;Bio-plasmic Scream&#039;&#039;&#039;: 18&amp;quot; Assault D6 S8 AP-4 D1 Blast, the signature weapon of the screamer-killer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bio-plasmic Cannon&#039;&#039;&#039;: 36&amp;quot; Heavy D3+6 S8 AP-4 D3 Blast, found on the Exocrine. This &#039;&#039;&#039;will&#039;&#039;&#039; wreck someone&#039;s day.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Deathspitter&#039;&#039;&#039;: 24&amp;quot; Assault 3 S5 AP-2 D1&lt;br /&gt;
**&#039;&#039;&#039;Deathspitter with Slimer Maggots&#039;&#039;&#039;: 24&amp;quot; Assault 3 S7 AP-3 D1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Devourer&#039;&#039;&#039;: 18&amp;quot; Assault 5 S4 AP0 D1&lt;br /&gt;
**&#039;&#039;&#039;Termagant Devourer&#039;&#039;&#039;: 18&amp;quot; Assault 2 S3 AP0 D1. Absolutely terrible. Don&#039;t even consider take this unless you go with Gorgon as your Hive Fleet as the primary trait affects ranged weapons as well as melee.&lt;br /&gt;
**&#039;&#039;&#039;Devourer with Brainleech Worms&#039;&#039;&#039;: 18&amp;quot; Assault 6 S6 AP0 D1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Drool Cannon&#039;&#039;&#039;: 18&amp;quot; Assault 2D6 S6 AP-2 D1 auto-hits, unfortunately this weapon isn&#039;t very good at what the Hive Crone is supposed to hunt after.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flamespurt&#039;&#039;&#039;: This weapon has two profiles:&lt;br /&gt;
**Burning Spray: 12&amp;quot; Assault D6 S6 AP-2 D2 auto-hits&lt;br /&gt;
**Pyrogout: 18&amp;quot; Assault 2D6 S4 AP-1 D1 auto-hits&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Fleshborer&#039;&#039;&#039;: 18&amp;quot; Assault 1 S5 AP-1 D1&lt;br /&gt;
**&#039;&#039;&#039;Fleshborer Hive&#039;&#039;&#039;: 24&amp;quot; Assault 30 S5 AP-1 D1. Dakka dakka, motherfucker.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gasping Tongue&#039;&#039;&#039;: 12&amp;quot; Assault 1 S6 AP-3 D3, ignore look out sir when you use this weapon. Apparently the Haruspex is our version of a sniper.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Impaler Cannon&#039;&#039;&#039;: 24&amp;quot; Assault 3 S6 AP-2 D2, unfortunately, due to the ridiculous cost of Hive Guards that use this (60 points per model, wtf) it&#039;s simply not worth it; for basically the same cost you get an exocrine that the only real problem it has is not being able to shoot without line of sight which honestly isn&#039;t very needed in the first place.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Massive Toxic Lashes&#039;&#039;&#039;: 8&amp;quot; Assault 2D6 S user AP-2 D1, always wounds on a 2+ except against {{W40kKeyword|Vehicles}} and {{W40kKeyword|Titanics}}.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rupture Cannon&#039;&#039;&#039;: 48&amp;quot; Heavy 3 S14 AP-4 Dd6+4. Have you ever wanted to take a Knight from completely alive and healthy to utterly death in, not only in one shooting phase, but with a single gun? Well, look no further.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shockcannon&#039;&#039;&#039;: 36&amp;quot; Assault 2 S7 AP-2 D3, inflicts a mortal wound against {{W40kKeyword|Vehicles}} on a wound roll of 4+. We have better anti-tank and the hive guards are already pretty overpriced for what they do.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spine Banks&#039;&#039;&#039;: 6&amp;quot; Assault 5 S5 AP0 D1, one of the back options for the carnifex, never take this, the spore cysts are better but if you don&#039;t have 15 points for them, then use the 5 points this weapon costs for something else.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spinefists&#039;&#039;&#039;: 12&amp;quot; Pistol 2 S5 AP-1 D1. Anything that can take this should just take a Deathspitter instead as it has better range, AP, and dakka.&lt;br /&gt;
**&#039;&#039;&#039;Termagant Spinefists&#039;&#039;&#039;: 12&amp;quot; Pistol 2 S3 AP0 D1, hard pass, take the fleshborer instead.&lt;br /&gt;
**&#039;&#039;&#039;Thoracic Spinefists&#039;&#039;&#039;: 12&amp;quot; Pistol 2 S5 AP-1 D1, same critique as the normal ones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spinemaws&#039;&#039;&#039;: 6&amp;quot; Pistol 4 S2 AP0 D1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Mine Launcher&#039;&#039;&#039;: 48&amp;quot; Heavy D3 each hit inflicts one mortal wound, it can target things that aren&#039;t visible to the shooter if they are seen by a friendly {{W40kKeyword|Synapse}} but remember Biovores don&#039;t have the same rule as Hive Guards so they will get a penalty of 1 to their hit rolls and they already hit on a 4+. Remember also that now they don&#039;t generate a mine when they miss.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stinger Salvoes&#039;&#039;&#039;: 24&amp;quot; Assault 8 S5 AP-1 D1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tentaclids&#039;&#039;&#039;: 36&amp;quot; Assault 4 S7 AP-3 D2, they always wound {{W40kKeyword|Vehicles}} on a 4+ and against {{W40kKeyword|Aircrafts}} they have a damage of 4.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Venom Cannon&#039;&#039;&#039;: 36&amp;quot; Assault d3 S8 AP-3 D2 Blast.&lt;br /&gt;
**&#039;&#039;&#039;Heavy Venom Cannon&#039;&#039;&#039;: 36&amp;quot; Heavy 3 S9 AP-3 D4&lt;br /&gt;
&lt;br /&gt;
===Universal Biomorphs===&lt;br /&gt;
These upgrades grant the following ability and some gain the keyword of the same name as the upgrade.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Acid Maw&#039;&#039;&#039;: Gives the keyword that lets you access a 1CP stratagem to spit acid on your enemy to inflict mortal wounds. On the Carnifex it&#039;s one of the options for the head but you&#039;re probably better off with Tusks or Enhanced Senses.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Glands&#039;&#039;&#039;: Adds 1&amp;quot; to the move characteristic and +1 to strength characteristic of the unit. &#039;&#039;&#039;This is amazing&#039;&#039;&#039;. Combine with {{W40Kkeyword|Kraken}} and movement boosting Stratagems, and that seemingly small bonus can make a big difference.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Biostatic Rattle&#039;&#039;&#039;: One of the tail options of the Trygon/Mawloc, you select an enemy unit in engagement range and if you roll higher than their leadership on 3D6 you shut off re-rolls for their hit and wound for that turn. Remember that the average roll of 3D6 is 10.5&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chitin Thorns&#039;&#039;&#039;: Improves the Ap of Melee attacks by 1, useful against Armor of Contempt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Enhanced Senses&#039;&#039;&#039;: The bearer&#039;s BS becomes 3+, one of the options for the carnifex head and the one you want if you&#039;re aiming for a dakkafex or thornback.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Extended Carapace&#039;&#039;&#039;: Gives M7&amp;quot; and a 4+ armor save to genestealers, now that they are infiltrators this could work for making them survive longer.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flesh Hooks&#039;&#039;&#039;: Gives the keyword and lets you ignore the vertical distance when you move, advance, or fall back.  The keyword also lets you access a 1CP stratagem to give +1 to your melee hit rolls for attacks against non-VEHICLE and non-MONSTER enemy units.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infestation Node&#039;&#039;&#039;: An upgrade for a Genestealer unit that makes you put a marker down with them that regenerates D3 destroyed models a turn. The marker is removed if there are enemy models within 3&amp;quot; at the end of any phase and there aren&#039;t any friendly units with them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lash Whip&#039;&#039;&#039;: Gives the keyword and lets you re-roll 1&#039;s to hit in the fight phase for models with this biomorph. Found on those who take a single bonesword.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prehensile Pincer Tail&#039;&#039;&#039;: Lets you re-roll one hit roll or one wound roll each Fight phase, useful for a Flyrant with the Reaper.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Spore Cysts&#039;&#039;&#039;: The bearer counts as in light cover against shooting attacks, one of the two back options for the carnifex, you should always take this if you can.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Toxin Sacs&#039;&#039;&#039;: Hit rolls of 6+ by the model/unit in the Fight phase automatically wound. Best used on models with low Strength.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tusks&#039;&#039;&#039;: Gives the {{W40Kkeyword|Horned Chitin}} keyword, useful on a Carnifex that aims for the big guys on the board.&lt;br /&gt;
&lt;br /&gt;
==Bio-Artefacts (Relics)==&lt;br /&gt;
*&#039;&#039;&#039;Gestation Sac&#039;&#039;&#039;: Once per battle, the bearer can perform an action that lasts your shooting phase and spawns a unit of D3+1 rippers within 3&amp;quot; of the bearer (and not within Engagement Range of enemy models) that do not cost reinforcement points. Good if you want to play with 30-60 points more that you can use to hold an objective or shield from enemy deepstrike.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maw Claws of Thyrax&#039;&#039;&#039;: No longer replaces your Claws/Talons and is just a flat upgrade to Characters. +1 Attack, re-roll all wound rolls in the fight phase, and each time you destroy an entire unit, you get +1 A (to a max of +3 in this manner). That&#039;s +4A if you can get there. &lt;br /&gt;
**A Relic that gets better the more you use it, it makes anyone who can take it much more reliable in melee.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pathogenesis&#039;&#039;&#039;: Add 8&amp;quot; to the range of the user&#039;s ranged weapons, and it can re-roll a single hit and wound when shooting or firing Overwatch. Could be usefull if need the extra range but other than that the two re-rolls you get aren&#039;t really worth it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Reaper of Obliterax&#039;&#039;&#039;: Replaces a bonesword or the monstrous version. Same stats as the normal one, but every successful wound causes a MW, with a cap of 3MW, and the enemy unit cannot use any rules to ignore the damage caused by this weapon.&lt;br /&gt;
**This is probably the best example of how later codexes are built over the earlier ones, since its special rule lets it ignore the prolific FNPs and even the &amp;quot;maximum of wounds per phase&amp;quot; rules that GW sprinkled all throughout the game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Resonance Barb&#039;&#039;&#039;: {{W40kKeyword|Psyker}} only. They can add +1 to their Psychic Tests, and know an additional power. &lt;br /&gt;
**Not as useful as the pre-codex version, &#039;&#039;because you had a lot more powers then&#039;&#039;. In an army with lots of Psykers, it&#039;s not the worst, but you have other options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scythes of Tyran&#039;&#039;&#039;: Replaces 2 monstrous scything talons, for S+2 AP-4 D3, and you get 2 additional Attacks with this weapon.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Searhive&#039;&#039;&#039;: Replaces a model’s toxin sacs. All successful melee hits on non-Vehicle/Monster units automatically wound. Use this on a Trygon Prime with Heightened Senses and enjoy your 12 wounds D2 that bypass all transhuman bullshit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Shardgullet&#039;&#039;&#039;: Replaces a Heavy Venom Cannon. 36&amp;quot; Assault 3 &#039;&#039;&#039;S12 AP-5 D5&#039;&#039;&#039;. For when you want to pop a Leman Russ in one go. D5 helps it get over those obnoxious -1 Damage abilities [[Cheese|(such as the one you used to have)]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Balethorn Cannon&#039;&#039;&#039;: Upgrades a stranglethorn cannon. 36&amp;quot; Heavy 3+D3 S10 AP-3 D3, Blast. Best used against heavy infantry and bikers, you&#039;ll wound on twos, have enough AP to get them to their invul, and do enough damage to kill  non-minus 1 damage models. If want to go vehicle hunting take Shardgullet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Dirgeheart of Kharis&#039;&#039;&#039;: After you make all your attacks in the fight phase, select one unit that you hit that round: they lose ObSec, and reduce their Ld by -1. &lt;br /&gt;
**I mean, preferably you don&#039;t want anything to survive after you make all your attacks. Still, jumping on a unit camping an objective and using this in combo with Alien Cunning to steal it for yourself is a valid tactic, especially on some fast moving character that can hold its own.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Passenger&#039;&#039;&#039;: Only for Adrenal Glands Models, &#039;&#039;but does not replace it&#039;&#039;. Gives +2 to Charges and Advances, great for charging out of deepstrike with a trygon prime or a winged tyrant.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ymgarl Factor&#039;&#039;&#039;: At the beginning of each fight phase, pick between +1T, +1A, &#039;&#039;or&#039;&#039; +2S. The stat returns to normal after the fight phase. Nice if you want some versability in combat.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battle Tactic&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adrenal Surge (1/2 CP)&#039;&#039;&#039;: Select an {{W40kKeyword|Adrenal Glands}} unit during the Fight phase. This provides an extra attack to most units and d3 attacks for {{W40kKeyword|Monsters}} if they charged, giving you a sizeable hefty boost for your troops. This is why you buy them, as this is exceptionally handy for your gaunts.&lt;br /&gt;
**Costs 2 CP for units of 20+ models, allowing this to be particularly handy for smaller crowds.&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Monstrosity (1 CP)&#039;&#039;&#039;: When a monster is attacked, a 1-3 to wound will always fail, making your beasts some of the tankiest fuckers ever, especially your fexes with their damage reduction.&lt;br /&gt;
*&#039;&#039;&#039;Observer Organism (1 CP)&#039;&#039;&#039;: Whenever an exocrine shoots, they ignore all cover and a nat 6 to hit scores an additional hit. This is the one to pop when you move an exocrine out of its entrenched position and needs to pop the cover.&lt;br /&gt;
*&#039;&#039;&#039;Reinforced Hive Node (1/2 CP)&#039;&#039;&#039;: Select One pack of warriors or a Tyranid Prime that has been targeted by an enemy; reduce the damage of any incoming attack by 1 for the phase.&lt;br /&gt;
**This is really good, even if it&#039;s only limited to one phase and only on Warriors. Use it when the enemy is taking lots of D2 and 3D weapons. Best used in the fight phase, when the opponent has no choice but to target them, and where you have a chance to fight back&lt;br /&gt;
*&#039;&#039;&#039;Scorch Bugs (1/2 CP)&#039;&#039;&#039;: One unit with fleshborers and fleshborer hives can add +6&amp;quot; range and +1 Strength to their guns for this turn, which amounts to quite a lot of damage when stacked with the new fleshborers that outdo even bolters. Costs 2 CP for a unit with 16+ models or has the {{W40kKeyword|Monster}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Voracious Appetite (1 CP)&#039;&#039;&#039;: Use in the fight phase when a monster from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase. Wanna put the hurt on that land raider? Drop this on ol&#039; Swarmy and watch the tears flow.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Epic Deed&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Enfolding Strike&#039;&#039;&#039;: When the Parasite of Mortrex flies over an enemy unit, roll a d6; on a 2+ the enemy takes d3 mortal wounds and gets infecction and maxes out at 3 MWs on a 6. Considering that these infections are the primary purpose of the parasite, it&#039;s helpful to have a way to deal some out-of-turn damage and spawn a few more rippers on a turn.&lt;br /&gt;
*&#039;&#039;&#039;Death Frenzy (2 CP)&#039;&#039;&#039;: Use when a Character dies, that unit can immediately fight as if it was the Fight phase, or shoot as if it was the Shooting phase instead of relying on Death Throes. A last fuck-you attack sounds nice but do mind of its cost and that anything with a damage chart has to use the bottom. This is for your low health Broodlords: throw them at characters, monsters, and vehicles you need killed before they die, 12 attacks at S5 AP-3 Dd3 hitting on 2&#039;s with re-rolls to wound will end things, especially if they have no invuln. Also if you are going to use Old One Eye for some reason, always save enough to use this on him because he has no damage chart.&lt;br /&gt;
*&#039;&#039;&#039;Pheromone Trail (1 CP)&#039;&#039;&#039;: Drastically reworked from a past edition. Mark an enemy within 6&amp;quot; of a friendly lictor. All units gain +2 to charge this enemy, which is a hefty boost for your melee forces. This is especially worthwhile if you have Adrenal Glands, with all the fun that entails. &lt;br /&gt;
*&#039;&#039;&#039;Power of the Hive Mind (1 CP)&#039;&#039;&#039;: A Tyranid Psyker that manifested a power can attempt to manifest one additional psychic power this turn. Helpful.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Channeling (1 CP)&#039;&#039;&#039;: Pick a {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt; Psyker}} unit in your army. Until the end of the phase, it knows all the powers known by friendly {{W40Kkeyword|&amp;lt;Hive Fleet&amp;gt; Psyker}} units that are on the battlefield. Use in case you really need to use a certain power but that psyker is sadly out of range for it.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Legacy (1 CP)&#039;&#039;&#039;: When using a Synaptic Imperative and have a {{W40kKeyword|Hive Tendril Warlord}} on the field, they can dig up the synaptic imperative of a dead unit if they weren&#039;t already used.&lt;br /&gt;
*&#039;&#039;&#039;Trampling Charge (1 CP)&#039;&#039;&#039;: When a monster charges, mark an engaged enemy and roll a d6; on a 2+ the enemy takes d3 mortal wounds, on a 5+ that maxes out at 3. If this model has the {{W40kKeyword|Horned Chitin}} keyword (Meaning Tyrants, OOE, Maleceptor, Haruspex, Carnifexes with tusks), these results are upped to 3MWs on a 2+ and 3+d3 MWs on a 5+.&lt;br /&gt;
**This all independent from any other buffs you may have, but this is a hefty bundle of attacks before beginning to rip into the enemy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Requisition&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Hive Predator (1 CP)&#039;&#039;&#039;: Mandatory bonus WT stratagem.&lt;br /&gt;
*&#039;&#039;&#039;Rarefied Enhancements (1 CP)&#039;&#039;&#039;: Mandatory bonus relic stratagem.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Strategic Ploy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Bounding Advance (1/2 CP)&#039;&#039;&#039;: When a swarm of Hormagaunts advances, they automatically add 6 to their distance and can charge after advancing, making turn 1 charges a certainty. Costs 2 CP for a unit of 15+ models.&lt;br /&gt;
*&#039;&#039;&#039;Encircle the Prey (1 CP)&#039;&#039;&#039;: One {{W40kKeyword|Burrowers}} (meaning Raveners, Trygon, Rippers, etc.) or {{W40kKeyword|Fly}} unit can immediately return to reserves, letting you redeploy them where you need them. The only question would be whether the Trygon&#039;s vore trick can work in such an occasion.&lt;br /&gt;
*&#039;&#039;&#039;Endless Swarm (1 CP)&#039;&#039;&#039;: One {{W40kKeyword|Endless Multitude}} unit (Your gaunts) can restore 3+d3 models to their fold. This is an absolute step up from the Tervigon since this can even replace hormagaunts and gargoyles. After all, their greatest strength is their numbers so you&#039;ll need to keep them as high as possible.&lt;br /&gt;
*&#039;&#039;&#039;Instinctive Rampage (1 CP)&#039;&#039;&#039;: When your Hive Tyrant dies, any Tyrant Guards they accompanied will immediately flip their shit, adding +4 to any charge rolls against the killer and adding +1 to hit and wound them. Just as well, as you want the enemy to regret killing your big boss.&lt;br /&gt;
*&#039;&#039;&#039;Invisible Hunter (1 CP)&#039;&#039;&#039;: At the end of the turn, yank a Lictor out of the field. You can then re-deploy them on the next Movement phase, allowing you to throw them right at whatever targets you need the lictor to kill.&lt;br /&gt;
*&#039;&#039;&#039;Overrun (1 CP)&#039;&#039;&#039;: Use after your unit killed an enemy in the Fight phase. As long as they are not within 3&amp;quot; of an enemy model, they can move again but cannot go within 1&amp;quot; of an enemy model. The term &#039;Fast Food&#039; has never been so literal. &lt;br /&gt;
*&#039;&#039;&#039;Rapid Regeneration (2 CP)&#039;&#039;&#039;: A targeted model regains d3 lost wounds. Gives the Swarmlord and other big things the boost they need to move them up a bracket on the damage table. With natural CP regen and Feeder Tendrils you could potentially use this every turn.&lt;br /&gt;
*&#039;&#039;&#039;Shard Lure (1 CP)&#039;&#039;&#039;: When one {{W40kKeyword|&amp;lt;Hive Fleet&amp;gt; Synapse}} unit shoots an enemy, another unit can then charge them, re-rolling one of their dice when determining distance. You&#039;ll probably be using this quite a bit for a dakka-rant or warrior, as they&#039;ll prefer to hide behind their walls of troops.&lt;br /&gt;
*&#039;&#039;&#039;Spore Clouds (1 CP)&#039;&#039;&#039;: When a {{W40kKeyword|Sporecaster}} unit (Toxicrenes and Venomthropes) sit still, their auras expand by 6&amp;quot;, providing some extra cover for some squads in the middle of getting to the next bit of cover.&lt;br /&gt;
*&#039;&#039;&#039;Subterranean Assault (1 CP)&#039;&#039;&#039;: When you set up a Trygon or Trygon Prime through deep striking, you can also pop in a Troops unit that was hiding in strategic reserves. This is a rule the Trygon&#039;s always had, now stuck behind CPs on top of whatever you spent to put those gaunts in reserves.&lt;br /&gt;
*&#039;&#039;&#039;Toxic Entanglement (1 CP)&#039;&#039;&#039;: When a Toxicrene shoots an enemy non-{{W40kKeyword|Aircraft}} unit, roll a d6. On a 2+, the enemy halves their movement and the enemy is forced to charge the Toxicrene with their halved movement, though they add +2 to their charge roll.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Wargear&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Acidic Torrent (1 CP)&#039;&#039;&#039;: One {{W40kKeyword|Acid Maw}} unit (Pyrovores  and Genestealers or Carnifexes who buy it) in melee can roll d6 per model or 3d6 for a monster; each 3+ deals a mortal wound to a maximum of 6, providing you an opening barrage before entering melee proper. &lt;br /&gt;
*&#039;&#039;&#039;Blinding Venom (1 CP)&#039;&#039;&#039;: The reason Gargoyles are thrown into melee. The enemy engaged with these gargs take -1 to hit and cannot re-roll this hit, making for an annoyance for the first turn.&lt;br /&gt;
*&#039;&#039;&#039;Corrosive Viscera (2 CP)&#039;&#039;&#039;: When an {{W40kKeyword|Acid Blood}} unit (Pyrovores, Haruspex, Maleceptor) takes a wound in melee, the enemy takes a MW on a 4+ to a maximum of 6 MWs.&lt;br /&gt;
*&#039;&#039;&#039;Impaling Hooks (1 CP)&#039;&#039;&#039;: One {{W40kKeyword|Flesh Hooks}} unit add +1 to hit an enemy non-{{W40kKeyword|Vehicle}} non-{{W40kKeyword|Monster}} unit in melee.&lt;br /&gt;
*&#039;&#039;&#039;Pathogenic Slime (1/2 CP)&#039;&#039;&#039;: When one unit shoots, any natural 6s to hit automatically wound. Costs 1 CP for a {{W40kKeyword|Toxin Sacs}} unit, otherwise it cost 2 CP.&lt;br /&gt;
**It&#039;s a lot less impressive than last edition&#039;s writeup, and a lot less useful as it no longer improves the effectiveness of any of the guns. The benefit merely comes from the chance to overwhelm high-toughness units.&lt;br /&gt;
*&#039;&#039;&#039;Psychotropic Venom (1 CP)&#039;&#039;&#039;: During the Morale phase, pick one enemy engaged with a {{W40kKeyword|Lash Whip}} (Tyrants, Warriors or Tyrant Guard with the sword+lash) or {{W40kKeyword|Toxic Lashes}} (Toxicrene or Venomthropes) unit. The enemy takes -2 to morale and -1 to combat attrition checks, making lashes a good way to break an enemy.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Secondaries==&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Purge the Enemy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Assassination:&#039;&#039;&#039; Really depends on the army you&#039;re facing. That goes for a lot of these obviously, but assassinate is a trap in a lot of cases. For example, if you&#039;re facing Death Guard and they bring 8 characters, it is awfully tempting to take assassinate, but those characters are tough to kill and usually hiding behind even tougher vehicles and infantry. Take this against daemons and characters that are meant to be thrown in your face.&lt;br /&gt;
*&#039;&#039;&#039;Bring it Down:&#039;&#039;&#039; If they bring tons of vehicles or monsters, yeah sure. Nids do well at bringing these units down for the most part.&lt;br /&gt;
*&#039;&#039;&#039;Titan Hunter:&#039;&#039;&#039; Kind of the same thing. If facing knights, yeah take this. If not, well then don&#039;t.&lt;br /&gt;
*&#039;&#039;&#039;Cranial Feasting (Codex):&#039;&#039;&#039; Whenever you kill an enemy character or unit champion/sergeant in melee, roll 1d6, adding +2 if you used a {{W40kKeyword|Hive Tendril Feeder Tendrils}} unit (Meaning Lictors, Genestealers, Toxicrenes and Venomthropes). On a 6+, you gain 1 CP as well as 3 VP at the end of the game just for scoring it (as well as 1 VP per model killed that qualifies). You additionally gain 3 VP for killing the enemy Warlord, which seems best suited for assassins like the Broodlord or Deathleaper.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warpcraft&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Mental Interrogation:&#039;&#039;&#039; We have tons of psykers and a lot of them want to be in people&#039;s faces so this could be good. Really depends on if the enemy can block it with Deny the Witch. Psychic ritual could be better if they can.&lt;br /&gt;
*&#039;&#039;&#039;Warp Ritual:&#039;&#039;&#039; Really good for nids. We take the middle of the board really well and throw enough units at the other side that the middle is usually left untouched for us to cast this for 3 turns.&lt;br /&gt;
*&#039;&#039;&#039;Abhor the Witch:&#039;&#039;&#039; Not recommended. We have some of the best psykers and psychic powers in the game and you really want to use them.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;No Mercy, No Respite&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Thin their Ranks:&#039;&#039;&#039; Sure, that could be good. We kill hordes just as well as other armies, so if your enemy brought a horde, this could be good.&lt;br /&gt;
*&#039;&#039;&#039;Attrition:&#039;&#039;&#039; This is tougher for nids. We give a lot of kills which makes it tougher to kill more of the enemy and get the points.&lt;br /&gt;
*&#039;&#039;&#039;While We Stand, We Fight:&#039;&#039;&#039; This one can be built towards pretty easily. If you take hordes and hordes and then a few expensive units, this could be an easy 15 points. Broodlords are expensive in points and easy to hide. If taking a bunch of big, easy to kill monsters then don&#039;t take this. Keep in mind that Barbed Hierodules are also near impossible to kill.&lt;br /&gt;
*&#039;&#039;&#039;First Strike:&#039;&#039;&#039; Just like Slay the Warlord, take this if there are no other good options.&lt;br /&gt;
*&#039;&#039;&#039;Synaptic Analysis (Codex):&#039;&#039;&#039; Keep a tally each turn of non-DT models killed by friendly {{W40kKeyword|Synapse}} models (1 for a model with 3-5 wounds, 2 for 6-9 wounds, 3 for 10+ wounds). Each turn you score 4+ points on that tally, you score 3 VP.&lt;br /&gt;
**This is a unit that likely will depend on what you&#039;re facing. If you&#039;re dealing with a tank-heavy army or a unit with plenty of 3W forces like Terminators, you&#039;ll easily be able to justify this, but it&#039;s otherwise not worth it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Battlefield Supremacy&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Engage on All Fronts:&#039;&#039;&#039; Nids are built for this with the amount of cheap deepstriking units we have and of course the speed of our movement. Rippers and single model lictors&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker:&#039;&#039;&#039; Kind of the same as engage on all fronts. Just choose which one is easier for you.&lt;br /&gt;
*&#039;&#039;&#039;Domination:&#039;&#039;&#039; Depends more on the mission. Choose if there are less objectives and the enemy can&#039;t hold as well as you like against Custodes. Aside from that, it&#039;s probably easier to do the others.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Shadow Operations&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Raise the Banners High:&#039;&#039;&#039; This is a no-brainer for nids. MSU infantry units like Lictors and 10 model Termagant units can pick this up easily. Better when there are a lot of objectives on the board.&lt;br /&gt;
*&#039;&#039;&#039;Investigate Signal:&#039;&#039;&#039; If going for Psychic ritual, you probably have something else with your psyker that can complete this one alongside it. It&#039;s a good idea.&lt;br /&gt;
*&#039;&#039;&#039;Repair Teleportation Homer:&#039;&#039;&#039; This is a really good one for nids because of Lictors, but they have to survive for a turn.&lt;br /&gt;
*&#039;&#039;&#039;Retrieve Octarius Data (GT 2021):&#039;&#039;&#039; This is free with just a unit of termagants and 2 units of lictors. Free points has never been easier.&lt;br /&gt;
*&#039;&#039;&#039;Spore Nodes (Codex):&#039;&#039;&#039; Your troops gain a special action they can use after the first turn, only available if they&#039;re within 6&amp;quot; of the enemy DZ and more than 6&amp;quot; away from another Spore Node. This takes up the unit&#039;s actions to lay down a special Spore Node Marker that scores you 4 VP.&lt;br /&gt;
**While contradictory on your aggressive Hormagaunts, you might have a better chance to try this if you have a Trygon to use the Subterranean Assault strat and bump in Gargoyles or Warriors who aren&#039;t likely to be stuck in.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
Keep in mind that these are only the ones available in the CRB and Codex, as books like the Chapter Approved: Grand Tournament books do provide additional secondaries.&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
Finally, time to get to the gribly beasties.&lt;br /&gt;
&lt;br /&gt;
===HQ Units===&lt;br /&gt;
*[[Image:Broodlord.jpeg|125px|right|]]&#039;&#039;&#039;[[Broodlord]]&#039;&#039;&#039; An old but well-remembered unit makes its reappearance. The Broodlord is T5 W7 A6, with a 4+/++. While he can no longer advance and charge, he can infiltrate onto the field like smaller genestealers. Unlike them, He still retains the absolute armor shredding of 8e Genestealers, having 6 S5 AP3 D2 attacks, rerolling wounds and AP-5 UMW6s. &lt;br /&gt;
*Obvious utility, but he&#039;s best used with Genestealers, who can infiltrate with it. It now has a 1/turn ability to make a unit within synapse range gain a -1 to AP when they roll a 6 to hit in melee that can apply to any unit, not just genestealers.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperative - Predatory Guile:&#039;&#039;&#039; This allows a unit in Synapse range to count as if they&#039;re in light cover (or heavy cover if they&#039;re already in cover), already giving your units plenty of protection against anything they&#039;re up against. &lt;br /&gt;
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*[[Image:HiveTyrant.jpg|125px|right|]]&#039;&#039;&#039;[[Hive Tyrant]]&#039;&#039;&#039;: The Hive Tyrant is the original Tyranid HQ unit and has been a mainstay through every incarnation of the codex. Though you no longer get the ability to grab multiples, they do remain an auto-take HQ unit that can serve any roles you need. An exceptional anchor for your army, thanks to great movement, melee and ranged tools, not to mention his 1/turn ability to give a unit re-rolling 1s to hit and access to psychic powers. However, any opponent with an ounce of experience knows to target the Tyrant first, especially now that if you take a Tyrant it &#039;&#039;&#039;must&#039;&#039;&#039; be your warlord and if your warlord isn&#039;t on the table you can&#039;t use synaptic imperatives...at all! It &#039;&#039;&#039;will&#039;&#039;&#039; draw fire. Always buy Adrenal Glands, no matter what.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperative - Relentless Ferocity:&#039;&#039;&#039; A unit within Synapse range can charge after falling back, letting you keep up the pressure as these are your most powerful units.&lt;br /&gt;
*&#039;&#039;&#039;Footed Tyrant:&#039;&#039;&#039; The ever-reliable walking tank, finally getting its much-deserved 2+ save after having it stripped away editions ago plus a T8 frame to boot. Scything Talons (which you get two of, but can&#039;t grab four by replacing your sword+lash) give you 2 extra attacks with a decent strength and AP-3, but your bonesword remains the unquestioned king, giving a devastating S10 AP-4 D3 that can re-roll 1s to hit thanks to the lash. Your guns, however, are where the suffering comes in. Your only options are the heavy venom cannon and stranglethorn cannon, removing the devourers from your roster in both iterations.&lt;br /&gt;
*&#039;&#039;&#039;Winged Tyrant:&#039;&#039;&#039; The popular flyrant got shoved to its own datasheet, where it maintains last edition&#039;s 3+ defense and T7. This has led to some considerable setbacks, as it now can only pick up one gun, and it&#039;s similarly limited to either heavy venom cannon or stranglethorn. While his options for sword+lash and talons remain, the flying tyrant comes with some exclusive weapons of its own. Its feet are now considered legitimate weapons, giving two additional attacks like the scything talons but dealing less damage in comparison. On top of this, its tail allows you to re-roll one hit or wound roll each turn for a bit of assurance.&lt;br /&gt;
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*[[Image:Malannthrope.jpeg|125px|right|]]&#039;&#039;&#039;[[Malanthrope]]&#039;&#039;&#039;: A synapse creature, that has the Venomthrope&#039;s ability to debuff the to-hit chance of enemies, which works on all units that are not {{W40kKeyword|Titanic}}. Being a character with 9 wounds means it&#039;s harder to hit than ever before, and while it can only use a grasping tail to attack its ability to cause mortal wounds on a 4+ means most foes won&#039;t try to engage it in melee in the first place. And when a model is slain with the Malanthrope 3&amp;quot; away, at the end of the phase it gains a 6&amp;quot; aura of &#039;&#039;&#039;all units with the same {{W40kKeyword|&amp;lt;HIVE FLEET&amp;gt;}} keyword&#039;&#039;&#039; re-roll 1s to wound. There are two ways to use them: backfield support and frontline assault:&lt;br /&gt;
**&#039;&#039;&#039;Backfield Support&#039;&#039;&#039;: Malanthropes are great babysitters for backfield artillery units like Exocrines, Biovores, and Tyrannofexes with Rupture Cannons. Their slow speed isn&#039;t a factor and the protection they offer is much appreciated. On the other hand, even an assault army can benefit from it quite a bit, the -1 to be hit in the first turn allows you to worry a bit less about how you set a unit of hormagaunts or genestealers as long as you babysit them with a Malanthrope, just remember you can no longer combo the -1 to hit penalties, so don&#039;t go with Malanthropes if you&#039;re going Venomthropes.&lt;br /&gt;
**&#039;&#039;&#039;Frontline Assault&#039;&#039;&#039;: The kind of support Malanthropes offer is invaluable for your big squads of Stealers and Gaunts &#039;&#039;where -1 to hit will likely reduce their incoming damage by 25 or 33%&#039;&#039; depending upon your opponent&#039;s BS, and getting up close and personal makes it that much more likely that you&#039;ll get to actually capitalize on the Malanthrope&#039;s other abilities. The issue of course is keeping up with them; consider using the Metabolic Overdrive stratagem to effectively double their speed.&lt;br /&gt;
*Giving this bug the SYNAPTIC LINCHPIN warlord trait will really help it spread out the love of its aura. &lt;br /&gt;
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*[[Image:Nuerothrope.jpeg|125px|right|]]&#039;&#039;&#039;[[Neurothrope]]&#039;&#039;&#039;: Basically a psychic battery, the Neurothrope offers a great support role with Zoanthropes, both healing them and also making it more likely they&#039;ll be able to use their psychic powers. This can cast twice, knowing 2 powers+smite for extra coverage in powers.&lt;br /&gt;
**This guy can pass out a psychic buff in the command phase that lets one psyker in 12&amp;quot; or synapse link range roll 3d6 and drop one when attempting psychic powers. use this on a zoanthrope unit that really needs a super-smite to go off or on a malaceptor to all but guarantee the bonus damage.&lt;br /&gt;
**Consider making this thing your Warlord over units like a Tyranid Prime, (if you didn&#039;t bring a Hive Tyrant); they have a nice invulnerable save and few enough wounds that they can reliably hide behind a screen of other nids. Synaptic Tendrils is the obvious choice as it&#039;ll help make your psychic phase more reliable and therefore more powerful.&lt;br /&gt;
**&#039;&#039;&#039;Psychic Imperative - Psychic Augmentation:&#039;&#039;&#039; One psyker in Synaptic Link range gains +1 to casting and deny rolls, while any unit gains a 5+++ against mortal wounds. That second half will always see more value, though the former might be handy if you can position a tyrant or similar psyker.&lt;br /&gt;
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*[[Image:Tervigon.jpeg|125px|right|]]&#039;&#039;&#039;[[Tervigon]]&#039;&#039;&#039;: Significantly improved compared to its 8th edition version, but still not as powerful as it used to be during the days of the 5th edition. It costs more than a Hive Tyrant with wings, its gun is weak for the cost since it&#039;s only 8 anti-infantry shots at 24 inches. Its melee profile has received a serious bump, but Tervigons are not designed nor should they be in melee. If you have the chance to get in melee with a tank or a damaged dread, it has a good chance to finish it off and can push back small elite infantry units. It can&#039;t hide behind the Termagants it&#039;s supposed to be babysitting unless you get that mob of 15+ models within an inch of them, which isn&#039;t all that practical since Termagants die to a stiff breeze, although it does impose an extra step for the enemy to blow off the screen before shooting the Tervigon with all the lascannons available. It retains its psychic powers and provides BS bonus to Termagants. It can pop once per game a squad of 10 Termagants with fleshborer for basically free which can be practical for some area denial and as action monkey. It can also regenerate 2d6 of those critters per turn instead (not limited to once per game). At toughness 8 and 17 wounds on a 2+ save and ways to increase it via stratagem and warlord traits, it&#039;s very tough. While its kit is certainly interesting, its price makes it a risky bet. Instead, consider a Neurothrope with Onslaught or Catalyst, if you want Termagant support.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperative - Surging Vitality:&#039;&#039;&#039; A unit within 6&amp;quot; can move or advance an additional 2&amp;quot;, which has some uses. For Termagants, its designated charges for all matters, this will merely amount to letting them get a little closer to the enemy for shooting or shuffling genestealers towards cover. Sadly, this won&#039;t affect charges, meaning that your hormagaunts and other clawed nasties will get nothing out of this. This is hilarious when comboed with hydra and adrenals, while not as much of a boost as kraken, it doesn&#039;t require you to advance when using it. &lt;br /&gt;
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*&#039;&#039;&#039;[[Trygon|Trygon Prime]]&#039;&#039;&#039;: A slightly meaner Trygon, given better bio-electric pulse , Synapse, and now shuffled to the HQ slot. This guy&#039;s 1/turn boost adds +1 to advance and charge rolls, which works well with any aggressive tactics like Behemoth. Its Biostatic Rattle got shifted from default to replacing the now-default toxin spike attack (A single SU AP-3 D2 strike i.e. the same profile as your talons so an extra attack), the rattle itself no longer being a weapon and instead potentially robbing the enemy of re-rolls if you beat their Leadership on a 3d6. If you want something more direct, you can buy the pincer tail to re-roll one hit or wound roll.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperative - Thrashing Demise:&#039;&#039;&#039; A unit within 6&amp;quot; can either add +3 to its Death Throes roll (for those models that have it) or the ability to deal a MW on an enemy in melee on a 6+. While death throes is a lot better for this army, don&#039;t bank on it proccing. At least the other roll applies equally across the entire army.&lt;br /&gt;
**A trygon prime has 12A, same as a regular Trygon, but you can give this Warlord Traits and Relics. Maw Claws give you +1 A, reroll wounds, and &#039;&#039;&#039;then gives you more attacks&#039;&#039;&#039; as you delete entire units. Combine with Heightened Senses for fight first (situational, but cancels out fight last debuffs) and rerolling any of your 13 attacks. Behemoth can also consider +1 Damage instead, because otherwise they&#039;re still only S:User(7/8 with Adrenal/9 with Behemoth!)-3 D2 attacks.&lt;br /&gt;
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*[[Image:Tyranid Prime.jpeg|125px|right|]]&#039;&#039;&#039;[[Tyranid Warrior|Tyranid Prime]]&#039;&#039;&#039;: The other {{W40kKeyword|INFANTRY}} Tyranid HQ. Your other characters went way up in price while the Tyranid Prime barely moved, making him the cheaper choice of Synapse in the army, and it&#039;s still got the Warrior&#039;s share of weapons. He can offer a unit a re-roll of 1s to-wound, which can have uses for guaranteeing some damage and thankfully be applied in shooting or melee.  &lt;br /&gt;
**Not counting Adrenal Glands and the like, it&#039;s worth 3 Warriors and its weapon options are free, but with only 1 more attack and 6W. If you need bodies and dice, take more Warriors. The reason you take a Prime is for the buffs and its Synaptic Imperative to make shooting a lot more efficient. &lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperative - Guidemind:&#039;&#039;&#039; One unit within 6&amp;quot; that rolls a nat 6 to hit while shooting an enemy within 24&amp;quot; scores an additional hit. Nice and simple. Remember that Synaptic imperative is army-wide, all Synapse units gain this aura, and all your Warriors, whether or not they&#039;re being baby-sat by the Prime itself, are Synapse. Your big bioweapons have a respectable number of shots, but you don&#039;t have as many guns per model than other armies, so this helps you squeeze more efficiency before you get into melee.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
*[[Image:Old One Eye.jpeg|125px|right|]]&#039;&#039;&#039;[[Carnifex#Old One Eye|Old One Eye]]&#039;&#039;&#039;: Plenty good as a beat stick, but not as good as in 8th. He gets +2 attacks compared to a normal carnifex and hits on 2+ instead of 3+. It also recovers D3 lost wounds in your command phase and gets D3+1 additional attacks when charging, being charged, or performing a heroic intervention. That being said, only GW knows why its crushing claws do D3+2 damage instead of D3+3 like the normal ones so its damage out is somewhat diminished. Since he&#039;s got 9 wounds he&#039;s able to hide behind other units, but unfortunately, he&#039;s not nearly as good now since it can only buff one carnifex at a time, which sucks (alternatively you can use it on itself to by-pass some pesky -1 to hit and still hit on 2+), also you can get two Carnifexes for the cost of this guy. If he&#039;s your Warlord, he has to have Adaptive Biology as it has good synergy with his regeneration, making him incredibly hard to kill.&lt;br /&gt;
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*[[Image:The Swarmlord.jpeg|125px|right|]]&#039;&#039;&#039;The [[Swarmlord]]&#039;&#039;&#039;: The Biggest Beast with a Beastly Pricetag. He&#039;s still the boss for combat, and capable of decking an Imperial Knight in a single round of combat (though statistically unlikely), taking into account damage from the Swarmlord’s 2 psychic abilities. A nifty new trick it gains is the ability to negate the damage dealt by the first attack that gets past his saves, which can be handy against heroes with big weapons, but can easily be baited in the case of a squad where the sergeant has a power fist. He can grant a nearby unit both a re-roll to all hit rolls and ObSec (with the units with it counting as having an extra model).&lt;br /&gt;
**He has two weaknesses to be aware of. Annoyingly enough, he doesn&#039;t have any kind of re-roll buff, not even anything like the scything talon hit or rending claw wound re-rolls that normal tyrants can get. This makes his damage output somewhat unreliable despite being probably the best single-model melee unit in the codex. As such care should be taken when engaging units with Hit debuffs or high toughness, particularly if said units are also strong in melee (knights, primarchs, etc.). Secondly like the other Hive Tyrants he has 13 wounds, so the enemy can always choose to shoot him unless you grabbed Tyrant Guard, and being stuck footslogging that is not good news if the enemy is aiming all their guns at him (not when we&#039;re strangers to [[DISTRACTION CARNIFEX|that special, but guaranteed scenario]]). Though you really should have either hidden swarmy or have extremely high threat saturation (you are playing Tyranids after all) to combat this.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*[[Image:Tyranid Gargoyle.jpeg|125px|right|]]&#039;&#039;&#039;[[Gargoyle (Tyranids)|Gargoyle Brood]]&#039;&#039;&#039;: While Rippers may no longer be troops, these little gaunts did get shifted to troops. Sadly, they cannot deep-strike into the field, meaning that they&#039;re merely flying gaunts that can hop over cover to harass you. They don&#039;t even get the option for adrenal glands or toxin sacs, meaning that  you&#039;ll need to make do with what you have. Fortunately, Swarming Masses means that they can easily get stuck in when they get in range.&lt;br /&gt;
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*[[Image:Hormagaunt Brood.jpeg|125px|right|]]&#039;&#039;&#039;[[Hormagaunt|Hormagaunt Brood]]&#039;&#039;&#039;: These little murder machines are fast and cheap and all-around fantastic. Their movement stat is a staggering 10&amp;quot; and their Bounding Leap allows them to pile in and consolidate up to 6&amp;quot;, making them very fast. Additionally, they hit with 3 attacks for each bug at AP-1. &#039;&#039;&#039;Yikes&#039;&#039;&#039;. Play units of 30 and shove them across the board at speeds that inspire envy in even the Eldar. &#039;&#039;Be careful about those Adrenal Glands and Toxin Sacs though&#039;&#039;, as they will increase their cost rather astronomically. Two 30 gaunt squads with both upgrades would have 180 points in upgrades, enough for 22 more hormgaunts, and 22 more hormgaunts will probably give you more value even in terms of offense, and compared to genestealers they lack the same melee impact. What Hormagaunts are good at is existing - i.e. being a cheap pile of bodies the enemy has to chop through.  That means they&#039;re durable against hard-hitting weapons.  Against infantry-clearing weapons, Warriors are more durable.&lt;br /&gt;
**Their main job is tarpitting the enemy with lots of bodies, so consider leviathan to keep them alive.&lt;br /&gt;
**While it should not be applied mindlessly, you can make an argument for toxic sacs, even when put on a 20 gaunt squad it&#039;s only 20 points which you might struggle to find another place to spend them, and with 20 gaunts you can land about 10 autowounds if your fighting something really beefy that might come in hand, so not the worst way to spend 20 points if you can&#039;t find a home, but again DO not use them mindlessly.&lt;br /&gt;
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*[[Image:Termagant Brood.jpeg|125px|right|]]&#039;&#039;&#039;[[Termagant|Termagant Brood]]&#039;&#039;&#039;: Your little dakka bugs, who used to be the cheap body bags to bubble wrap synapse creatures or as a cheap platform for a lot of shots. Their weapon profiles have vastly changed from previous editions. They start with the spinefists which are 2 shot las pistols. They can be exchanged at no price for the fleshborer, which used to be next to useless, is now significantly better than a standard bolter and the devourer, which used to be great, has lost one shot and one point of strength, making it basically an assault lasgun and yet still cost one extra point over the fleshborer. Someone at GW probably didn&#039;t received the memo that the termagant version of devourers was different than what it was before since paying 8 points for a devourer armed termagant is more costly and less effective than the fleshborer one&#039;s. . .sorta.&lt;br /&gt;
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**If you break the math down they all perform roughly equally to each other with the higher wound and lower save of the Fleshborer compensating for the lack of an extra shot. In general the  Devourer is probably better since against lower AP, toughness 3 target&#039;s it extra shot do more work and the spinefist longer range makes it harder to get all you guys into range. That said there all not fantastic when compared to other options.  Due to their 7 points cost, they are probably the worst troop choice available. For an extra point, you get a faster and flying termagant called &amp;quot;gargoyle&amp;quot; or one with rabies and claws for hands called &amp;quot;hormagaunts&amp;quot;.  You can probably make them work with a Tervigon, but it&#039;s probably only a real option in Kronos, Gorgon due to the poison rules and while trying to play gunline Tyranids. &lt;br /&gt;
**If you modeled them with spike rifles or stranglewebs in the past, they still have rules using Warhammer Legends, and they cost 0 points. You still won&#039;t do this though, because they suck.&lt;br /&gt;
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*[[Image:Tyranid Warriors.jpeg|125px|right|]]&#039;&#039;&#039;[[Tyranid Warrior]]s&#039;&#039;&#039;: Probably one of the best troop choice in the entire game. S5, T5 3W 3A, 4+ save come stock with a 5 shot Str 4 guns and an improved power sword for melee all of which for less than 30 points and a host of options. Oh and its also your only Synapse Troops. Warriors extend Synapse coverage throughout your army. Warriors are excellent all-rounders, and can be surprisingly tanky with the right buffs. Deathspitters and Dual Boneswords is the best option, it&#039;s just better all around, with higher range, S, and AP, and costs nothing. If you don&#039;t have huge threats that the opponent is going to want to gun down, like fully geared out Tyrants, then keep them cheap and use the points for more monsters. &lt;br /&gt;
**Adrenal Glands are a must, and Toxin Sacs are ok if you&#039;re sure the Warriors will be getting into combat/{{W40kKeyword|GORGON}}. Flesh hooks makes them T5 4+ Reavers.  &#039;&#039;Look at us, Guilliman, we are the [[Mary Sues|Primaris]] now&#039;&#039;&lt;br /&gt;
**Obviously, Warriors make excellent babysitters for Gaunts, as they&#039;re Synapse and carry melee and ranged weapons, allowing them to supplement the weak melee of Termies and absent dakka of Hormies.&lt;br /&gt;
**As of 2022 Q4, Synapse {{W40kKeyword|Leviathan}} Warriors provide a mini-transhuman (wound rolls of 1-2 fail) for swarms, but can never benefit from it themselves.{{W40kKeyword|KRONOS}} Warriors have the best shooting and spread out the Shadow in the Warp {{W40kKeyword|KRONOS}} relies on.&lt;br /&gt;
**{{W40kKeyword|Jormungandr}} gets -1 to hit from 12&amp;quot;, and if you mix that with Natural Camouflage hyper-adaptation, you can get +2 to saving throws when on Terrain, making them tankier than Heavy Intercessors. &lt;br /&gt;
**&#039;&#039;&#039;Goaded to Slaughter (Synaptic Imperative)&#039;&#039;&#039;: When selected for your army, a friendly Hive Tendril within 6&amp;quot; of Synapse gets an additional hit on 6s. &lt;br /&gt;
***Tyranid Prime&#039;s Imperative should be triggered when everyone&#039;s within optimal shooting range. This is for the next round, when you&#039;re charging or in melee.&lt;br /&gt;
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===Dedicated Transport===&lt;br /&gt;
[[Image:Tyrancocyte.jpeg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;[[Tyrannocyte]]&#039;&#039;&#039;: Fleshy [[Drop Pods]] that let you stick either one Monster of your choice (but only if it has 16 max wounds or less - no shoving a Hierodule in there) or one unit of up to 20 Infantry models into (models that have more than 1 wound count as 3 models). The main problem with the Tyrannocyte is its BS of 5+, which means you pay out of your nose for its guns, knowing full well that two-thirds of its shots won&#039;t do a thing. The Barbed Stranglers are 25 points more than the Deathspitters, but the blast rule also increases the volume of fire when firing upon larger units. With the crappy base BS, this makes a huge difference. Just make sure you are actually able to fire at a large unit, either by dropping the Tyrannocyte right next to one or by providing synapse support... possibly from inside the Tyrannocyte itself.&lt;br /&gt;
**Being so versatile means lots of odd combos exist beyond just podding the Swarmlord. Any infantry/critter can be housed. Venomthropes, Zoanthropes, Shrikes, Tervigons, and many others can be re-positioned. You can also have a small variety of toolbox units and choose which one goes in pods during deployment. Another element could be to pod in a Swarmlord and a Harpy or flying hive tyrant to give vast agility in re-positioning your army.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*[[Image:Genestealer Brood.jpeg|125px|right|]]&#039;&#039;&#039;[[Genestealer|Genestealer Brood]]&#039;&#039;&#039;: Moved to the Elites slot, they&#039;re still 8&amp;quot; T4 A4 with a 5++/4++ in melee, but now play more like Lictors than super-fast scalpels  since they can no longer innately advance and charge, but can infiltrate and recover models.&lt;br /&gt;
**In the deployment phase, you can deploy them anywhere on the field thats 9&amp;quot; away from enemies. If you purchased an infestation node, they can deploy that next to them.&lt;br /&gt;
**What&#039;s an infestation node? For 20 pts, it basically acts like a reinforcment point for the Genestealers. In the Command Phase, you can either deploy one via action (it ends at the end of the movement phase,) or use an existing one/the one you deployed with to recover d3 destroyed models. &lt;br /&gt;
**The genestealers weapons were also rolled into a single statline, being 4A at S4 AP3 D1. the extended Carapace isnt such a bad deal now, either, since the 4+ costs only 1&amp;quot; less movement, and you can&#039;t advance and charge innately anymore anyway.&lt;br /&gt;
**For those interested in taking both Tyranids and Genestealer Cults: Purestrains from the GSC codex are pretty much always better than Hive Tendrils Genestealers. From WS2+, to 4++ against &#039;&#039;both&#039;&#039; melee and range, and even retaining advance and charge (I guess when &#039;Stears know that they&#039;ll be alive for more than a few hours, they spend their free time practicing hitting, dodging and running), these guys provide a better performance over the default genestealers. Also, as of writing this, purestrains are actually cheaper than normal genestealers (How did this happen? Who decided this?). Even the pre-game move that Hive Fleet genestealers have to set them apart from other options in the Tyranid Codex can be done by (albeit, only one) purestrain unit via the Proficient Planning: They came from below. &#039;&#039;&#039;TL;DR&#039;&#039;&#039; if you&#039;re taking both Tyranids and Genestealer Cult, you should never take the codex Tyranid version of genestealers; take purestrains instead.&lt;br /&gt;
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[[Image:HaruspexGW.jpeg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;[[Haruspex]]&#039;&#039;&#039;: The Haruspex&#039;s primary function is infantry chewing and almost everything in its arsenal is meant to help with that. It can even chew transports very easily to get to the juicy little people inside if need be and those bothering close combat walker should give it a thought before trying to intervene. It&#039;s a tough monster with 15 wounds 2+ saves and T8. It even regenerates wounds as it kills enemy models to a max of three per turn all the while reducing the moral of enemies around it. With its combination of horned chitine and acid blood keywords, it gains access to great stratagems to inflict a couple of mortal wounds on its prey. This all sound pretty great, but here comes the bad news. It doesn&#039;t have a native invulnerable save meaning all those lascannon and meltagun will have field day against it unless you drop I more points into it for an adaptive physiology to get one, doesn&#039;t have a &amp;quot;real gun&amp;quot;, no a single anti-infantry attack at 12 doesn&#039;t count. It&#039;s rather slow at movement 8 and finally, while it starts with very respectable 3+ on its WS and BS, it degrades as does its already meh speed. In a casual game, the Haruspex can be fun and perfectly usable, though in any hardball games you would be better in almost all circumstances to buy a Carnifex or better, a Screamer-Killer instead since they basically hold the same niche, but the Screamer-Killer does it a bit faster and significantly cheaper.    &lt;br /&gt;
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*[[Image:Lictor.jpeg|125px|right|]]&#039;&#039;&#039;[[Lictor]]&#039;&#039;&#039;: A single Lictor isn&#039;t particularly scary. It has a scary profile, but a full unit of anything won&#039;t be too impressed. Though it can totally play assassin against cheap backline holding units and mid-tier characters and with its enhanced abilities, clever hiding inside terrains will make it invulnerable to units outside of 12&amp;quot;. Their key advantages come from their cheap cost, popping in midfield to potentially score some secondary objective, and being able to give a +2&amp;quot; charge for your units with the Pheromone Trail Stratagem. Make sure to watch out for Heroic Interventions, they aren&#039;t that hard to kill and enemy melee characters can make mincemeat of them.&lt;br /&gt;
**9th Edition&#039;s secondary objectives finally give Lictors a use: as non-{{WH40Kkeyword|CHARACTER}} {{WH40Kkeyword|INFANTRY}} units, Lictors can perform the full range of Shadow Ops actions with +2 to saves when in cover and deep strike to boot! Typically you&#039;ll want to combo Linebreaker/Engage on all Fronts with either Deploy Scramblers or Repair Teleport Homer to get the most bang for your lil&#039; buckaroo.&lt;br /&gt;
**Seriously, it cannot be overstated just how useful these guys are. So long as your army doesn&#039;t bleed secondaries and you have some staying power on objectives, Lictors are game-winners. Take two and [[Anal circumference|call your opponent in the morning]].&lt;br /&gt;
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*[[Image:Malecepter.jpeg|125px|right|]]&#039;&#039;&#039;[[Maleceptor]]&#039;&#039;&#039;: A giant Zoanthrope stuffed in an oversized Carnifex that doesn&#039;t quite fit either role. They were kinda garbage in 8e, but have now been fleshed out to be a bit more useful as a support unit; their synaptic imperative gives all your units within SYNAPSE range more flexibility with their actions, including the Maleceptor&#039;s own Psychic Action. They no longer have an inherent +1 to Psychic Tests, but you can get that from the Neurothrope Synaptic Imperative; instead, whenever they successfully perform a psychic action or manifest a power on a 7+, the closest enemy unit within 12&amp;quot; takes 3-1 MW (degrading statline).  &lt;br /&gt;
**They are now M 8-6&amp;quot; &#039;&#039;&#039;S7 T8 W15&#039;&#039;&#039; 3+/4++, and have a degrading 3+ WS/BS; they only have 3A, but have two profiles: Sweep (S:U AP-3 D2, 2 Hit Rolls per Attack), or Strike (S10 AP-4 D 2D3).&lt;br /&gt;
**Each Maleceptor can now know 2 Spells + Smite, but &#039;&#039;on top of that,&#039;&#039; whenever they successfully cast a Psychic Power or perform a Psychic Action on a roll of 7+, &#039;&#039;the closest enemy model within 12&amp;quot;&#039;&#039; receives 3-1 MW, the MW output being based on their degrading statline, rather than a D3 roll. This can add a few more MWs on a smite and make super-smites a lot less swingy.&lt;br /&gt;
**Their Diffusion ability is now a Psychic Action; when successfully performed, friendly HIVE FLEET units within 6&amp;quot; reduce the STR of incoming ranged attacks by 1. Pretty good now that a majority of your units are now tougher, and that you don&#039;t have to pay CP to do so. And you can still cast after performing this action if you use the Maleceptor&#039;s own Synaptic Imperative.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperative: Psychic Oversight:&#039;&#039;&#039; While this Synaptic Imperative is active, friendly {{W40Kkeyword|hive tendril}} units within {{W40Kkeyword|synapse}} range gain:&lt;br /&gt;
***If that unit is performing an action, it can make ranged attacks without that action failing.&lt;br /&gt;
***That unit can start to perform an action, even if it Advanced or Fell Back this turn.&lt;br /&gt;
***If that unit has the {{W40Kkeyword|PSYKER}} keyword, performing a psychic action does not prevent it from manifesting psychic powers.&lt;br /&gt;
****Synaptic Imperatives are active for all SYNAPSE creatures the round they are active, so this ability can be really helpful once you&#039;re within range of objectives, or when your army is castled up around Maleceptors so that you can apply Encephalic Diffusion while still being able to smite.&lt;br /&gt;
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*[[Image:PyrovoreGW.jpeg|125px|right|]]&#039;&#039;&#039;[[Pyrovore]]&#039;&#039;&#039;: The formerly worst unit in the whole game, Pryovores have had a nice glow-up. Their flamer now has two modes, an 18&amp;quot; 2D6 heavy flamer or a 12&amp;quot; D6 flamer that does D2. They may be slow but since the Tyrannocyte can hold multiple units, you can hold a maximum of 6 inside one, and &#039;&#039;that&#039;s a lot of damage&#039;&#039;. You may also deepstrike them with the Jormungandr stratagem if you don&#039;t want to spend the 100 points for the pod. As long as you don&#039;t make these footslog, they&#039;ll surprise you. Do be cautious that they have an explosion rule that can damage &#039;&#039;&#039;everyone around you&#039;&#039;&#039;, unlike the typical Death Throes abilities. &lt;br /&gt;
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*[[Image:Tyrant Guard.jpeg|125px|right|]]&#039;&#039;&#039;[[Tyrant Guard]]&#039;&#039;&#039;: Dedicated bodyguards for your Hive Tyrant. These guys can shield your Hive Tyrant even if it has more than 9 wounds and even if only one of them remains, which is great as it keeps your big boss safe that much longer and as long as they have a Tyrant within 3&amp;quot;, they gain 1 extra attack. With crushing claws they become scary, hitting on 3+ with 3 S8 AP-3 D2 attacks each, giving them tank-wrecking power and making them a veritable threat against elites that don&#039;t have good invulnerable saves. This loadout is costly however before even considering adrenal glands/toxin sacs. Now they are tankier than before, with 4 wounds at T6 and 2+Sv but without an invulnerable save they will still die against dedicated fire. Good if you need to protect a backline Tyrant but otherwise don&#039;t bother.&lt;br /&gt;
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*[[Image:VenomthropeGW.jpeg|125px|right|]]&#039;&#039;&#039;[[Venomthrope]]&#039;&#039;&#039;: These are mainly used to keep the rest of your swarm safe. Enemy units take a -1 To Hit penalty when shooting at units that hug Venomthropes, so keep them in the middle of your swarm, preferably behind some Monsters, since the Venomthropes aren&#039;t characters and so if the opponent can draw line of sight to these rather tall models, he can hit them. Just remember that to hit penalties cap at -1 now, so don&#039;t build lists combo&#039;ing them. They can also be useful in monster mashes.&lt;br /&gt;
**Malanthropes also offer a debuff to the enemy, and the choice between Venomthropes and Malanthropes depends on your taste. Malanthropes can survive longer, give re-rolls when they wipe out a unit, and are Synapse but don&#039;t have access to the Spore Clouds stratagem, Venomthropes can be easily shot at, but have higher damage output and are Core.&lt;br /&gt;
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*[[File:ZoanthropesGW.png|125px|right]]&#039;&#039;&#039;[[Zoanthrope]]&#039;&#039;&#039;: A great workhorse of the Swarm in 9th Edition. Got bumped up to 50ppm, so a bit less than an auto-take but if you run a list of mostly monsters, you&#039;ll want them for their Imperative. They now get a bonus +1 to cast Smite and Witchfire powers for each model in the unit (without cap) and a +1 to the mortal wounds of Smite also for each model (although this capped at +3), so they&#039;ll melt the enemies they have in front of them with such psychic might. Unfortunately, they now can only cast one power regardless of unit size so they are best for using offensive powers rather than for buffing. They also lost their 3++ and got a 4++ which is not a big deal but it makes them slightly less resistant so keep that in mind.&lt;br /&gt;
**Warp Shielding (Synaptic Imperative): Monsters within 6&amp;quot; gain a 4++, everyone else gets a 5++, when near SYNAPSE models.&lt;br /&gt;
***This aura projects from all your Synapse models when active, giving you army-wide invulns in clutch situations, and with a strat, &#039;&#039;&#039;you can use it even if they&#039;re dead&#039;&#039;&#039;&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
*[[Image:Deathleaper.jpeg|125px|right|]]&#039;&#039;&#039;[[Deathleaper]]&#039;&#039;&#039;: For 25 points more than a Lictor you get +2W, +1A, a 4++ instead of 5++, and two nice abilities, one of which makes a unit unable to start an action if they are within 6&amp;quot; of him, and the other makes the units in engagement range with him unable to be affected by enemy stratagems. The second one is very powerful as it can nullify any trick the enemy has in its sleeve and also disables command re-rolls which can be great if the enemy has some bad luck. Not exactly an auto-take, but if used correctly it can really return the investment.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*[[Image:Dimachaeron.jpeg|125px|right|]]&#039;&#039;&#039;[[Dimachaeron]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The Dimachaeron is interesting to say the least. He&#039;s sporting 6 attacks that now have the -3 AP they deserve, allowing it to wreck all types of armour, and at S7+1, D3+3 Damage they can tear up vehicles if you really have to wreck some Russes. The update has also made him a lot more durable, since on top of granting psuedo-fly (read: Better Fly), &#039;&#039;&#039;Leaper killer&#039;&#039;&#039; now grants it a 5++, just in case the ability to move 12&amp;quot; horizontally and vertically through models and terrain features when making normal, advance, fall back, or charge moves wasn&#039;t enough; so dive right in and pick out the weakest target to take advantage of its Spine-maw. There&#039;s no shame in keeping him on the outskirts to pick off somebody before bringing him into the real fighting at the front, it&#039;s honestly what you should be doing. You can also use it for higher Wound creatures/characters if you need to, since even models that decrease wounds like Calgar or Abaddon can still fail the test and will be taking extra wounds. Also keep in mind the Spine-Maw ability can be triggered twice by any ability that lets a unit fight twice, such as the Adrenaline Surge stratagem, and if you&#039;re using it to hunt characters (or if you fail to kill anything with it the first time) you should definitely consider doing that. One down side however is at 18 wounds he no longer benefits from Obscuring Cover and at T7 he wont be seeing the end of the game so use him as a missile or as a [[DISTRACTION_CARNIFEX|&#039;Distraction Carnifex&#039;]].&lt;br /&gt;
**Ideally you want to dive into groups of infantry, use &#039;Voracious Appetite&#039; for re-roll to wounds on top of your re-rolls to hit, wipe one unit out (hopefully using the Torax Spine-maw rule), and then use &#039;Overrun&#039; to run away to safety. You&#039;ll then have a 5+ Feel no Pain and a 5+ Invulnerable save for the rest of the game.&lt;br /&gt;
**If there&#039;s a way to keep him out of LoS, use it, his threat range is colossal, but he doesn&#039;t benefit from obscuring. Favor keeping him safe over keeping him close t1.&lt;br /&gt;
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*[[Image:Mawloc.jpeg|125px|right|]]&#039;&#039;&#039;[[Mawloc]]&#039;&#039;&#039;: The &#039;&#039;&#039;Terror of the Deep&#039;&#039;&#039; has changed quite a bit this edition; now you decide when the model arrives the turn &#039;&#039;before&#039;&#039; and put a marker on the field, then, the following turn, every enemy unit within 6&amp;quot; of it suffer D3 mortal wounds on a 3-6 and D3+3 on a 7+ (+1 if the unit has between 6 and 10 models, +2 if it has 11+). After that you place the model anywhere within 12&amp;quot; of the marker (do note that it&#039;s &#039;&#039;within&#039;&#039; and not &#039;&#039;completely within&#039;&#039; so that gives you some wiggle room) and if it&#039;s placed within 9&amp;quot; of any enemy unit it doesn&#039;t get to charge that turn. Make sure you have a plan for it because it can work as a neat [[distraction carnifex|distraction]], but won&#039;t survive much if set up in the middle of your opponent&#039;s army. The maws are now a special rule that deals mortal wounds (which, if it kills, forces the unit to act as if it&#039;s below half strength), then 16 anti-infantry attacks from its talons, then 1 anti-infantry attack from the tail if you stick with the toxin spike. If the role you want to give it is more of a tarpitter, stick it with a bio-static rattle and harass some poor light infantry unit.&lt;br /&gt;
**With 9th being more about controlling primaries in the centre of the board, the Mawloc shines at harassing heavy weapons or chaff units in your opponent&#039;s deployment that are either holding objectives or trying to screen out your secondary objective point machine lictors/rippers. This will force your opponent to keep units back to deal with it they would rather be marching to the middle.&lt;br /&gt;
**One highly overlooked ability of the Mawloc is to block off corridors. The model is on a 120x90mm base. If you deep-strike it into a street or other corridor, the opening would need to be almost ten inches wide for Space Marines to scoot past it (120mm base + 25.4mm to either side because enemies cannot move within an inch of it + 32mm for the base of the space marine). While it will likely get shot off the board the turn after you set it down, it can easily slow down your opponent getting onto an objective by a turn, and in a game that usually only goes for 5 turns, that can swing the game your way quite a bit.&lt;br /&gt;
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*[[Image:Meiotic Spores.jpg|125px|right|]]&#039;&#039;&#039;[[Meiotic Spore|Meiotic Spores]]&#039;&#039;&#039;: Nobody knows why but even with a new FAQ, GW hasn&#039;t changed their function to the same as the other two types of mines. Total skip, you&#039;re better off using Mucolid spores instead (they both cost 20 points each) and even using the meiotic spores as a proxy for them.&lt;br /&gt;
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*[[Image:Mucolid.jpeg|125px|right|]]&#039;&#039;&#039;[[Mucolid Spore]]&#039;&#039;&#039;: Beefed up Spore mines. 2 points a pop nets you a T4 W4 6+ Sv spore mine that deals D6 mortal wounds on a 2-4 and D3+3 on a 5+.&lt;br /&gt;
** At only 20 points a pop, they are our cheapest option for filling out our Fast Attack slots, leaving room for [[Carnifex|bigger]] or [[Maleceptor|meaner]] [[Zoanthrope|things]].&lt;br /&gt;
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*&#039;&#039;&#039;The Parasite of Mortrex:&#039;&#039;&#039; HE&#039;S BACK! AS A GENERIC MODEL!! Now sporting an actual model for 9E, the Parasite&#039;s form remains as some hybrid between a Shrike and Zoanthrope like in the old codex art, which means it also counts as a {{W40kKeyword|Synapse}} creature. Its stats are on par with a Tyranid Prime with S/T 5 and A/W 6 with wings for a zippy 14&amp;quot; movement and is well protected with a -1 to hit that forbids enemies from re-rolling. While we don&#039;t know what sort of damage its claws do, it does have an S+1 AP-1 ovipositor it can make one attack within melee, dealing D1 and a mortal wound as well as infecting a non-{{W40kKeyword|Vehicle}} unit.&lt;br /&gt;
**So what does infection do? Well, it denies ObSec to a unit, making it very useful against the backline, and it forces the target to suffer d3 MWs each turn, with a new base of Rippers spawning whenever they suffer 2+ MWs for more spam. The only way for the enemy to be rid of this infection is to roll a 1-3 when suffering their infection. Even if you manage to spawn only one base of Rippers, that base can be a very persistent threat that the enemy will consider attacking instead of whatever their original goal was.&lt;br /&gt;
**&#039;&#039;&#039;Synaptic Imperative - Swift Onslaught:&#039;&#039;&#039; {{W40kKeyword|Hive Tendril}} units within 6&amp;quot; of this {{W40kKeyword|Synapse}} creature gain +3&amp;quot; to their pile-in moves, which is a pretty important boost in getting your mobs stuck in without worrying about a bad charge.&lt;br /&gt;
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*[[Image:Ravener Model.jpeg|125px|right|]]&#039;&#039;&#039;[[Raveners]]&#039;&#039;&#039;: Raveners are still cheap, they can still deep strike and attempt to charge that turn, but the real beans of these guys is the sheer number of attacks they put out. With spinefists and scything talons they&#039;re putting out NINE S5 -1 D1 attacks a turn. &#039;&#039;&#039;NINE&#039;&#039;&#039;. All hitting on 3+. The rending claws let you sacrifice two of those attacks for a very powerful AP-4 and +1 to Strength, but you can just keep it cheap by using the AP-2 Ravener Claws that are always equipped. In addition, if you don&#039;t have ranged weapons, you get to re-roll hit rolls of 1 in melee. Pair with a -1 to be hit in melee, these guys can be pretty terrifying against squads of light infantry, but keep in mind that any dedicated cc unit &#039;&#039;&#039;will&#039;&#039;&#039; shred them.&lt;br /&gt;
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*[[Image:Ripper Swarm.jpeg|125px|right|]]&#039;&#039;&#039;[[Ripper|Ripper Swarms]]&#039;&#039;&#039;: Hit on 5+ so don&#039;t expect much. They now get an additional +1 to armor saves when in cover, bringing them to a 4+, but with T3 don&#039;t count on them surviving massed fire unless they are also Leviathan and under buffs. They also have automatic deepstrike for your positioning needs. Always remember that these are {{W40kKeyword|SWARMS}}, and hence not {{W40kKeyword|INFANTRY}}. This means they can&#039;t pull off some sneaky Secondary Objectives like Deploy Scramblers or Repair Teleport Homer like a Lictor can but they can do / help carry out Linebreaker (with said Lictor), it has upsides as well - many enemy abilities are {{W40kKeyword|INFANTRY}} specific. Sadly, they&#039;re no longer Troops and cannot be compulsory, severely limiting their uses.&lt;br /&gt;
**Even with all this, you&#039;ll likely be needing these if you purchase the Parasite of Mortrex. After all, its infection ability sees you potentially spitting out swarms with each turn.&lt;br /&gt;
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*[[Image:Sky Slasher Swarm.jpeg|125px|right|]]&#039;&#039;&#039;[[Sky Slasher Swarms]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: Skyslashers still aren&#039;t good but they&#039;re as amusing as hell so that has to count for something. They&#039;re Swarms and with the Fly rule they ignore terrain, but they cost the same as two gargoyles and won&#039;t do nearly as well, so just skip them. With Gargoyles now being troops and the flightless Rippers being thrown into Fast Attack with a built-in deep strike option, you&#039;re only paying that FW premium for your wings.&lt;br /&gt;
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*[[Image:Spore Mines.jpeg|125px|right|]]&#039;&#039;&#039;[[Spore Mine|Spore Mines]]&#039;&#039;&#039;: Literal suicide bombs. They now, like all other {{W40kKeyword|Living Artillery}} (except the FW spore because GW stupid), don&#039;t act as area denial, don&#039;t count towards mission objective or agendas, don&#039;t provide Look Out, Sir, and can&#039;t charge, now instead exploding when an enemy unit ends a move within 3&amp;quot; of one or just moves within 3&amp;quot; of one during a move. They make 1 MW on a 2-4 and D3 on a 5+. A good unit of 6 should be enough to deter the opponent, especially if strategically placed behind a wall and out of view (be sure to remember them though).&lt;br /&gt;
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*[[Image:TrygonGW.jpeg|125px|right|]]&#039;&#039;&#039;[[Trygon]]&#039;&#039;&#039;: With TWELVE attacks at D2 and a -1 to be hit, the Trygon is once again a proper murder machine. Now sadly can&#039;t transport units like it used to and can only do so trough a stratagem and only with Troops. One maxed-out with adrenal glands and toxin sacs can be really dangerous, especially with a bio-static rattle, although at that point you might want to spend the additional 30 points for a Prime, especially if in a Leviathan detachment.&lt;br /&gt;
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===Flyer===&lt;br /&gt;
[[Image:Tyranid Harpy.jpeg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;[[Tyranid Harpy|Harpy]]&#039;&#039;&#039;: Casually upgraded in 9th edition to be one of the best flyers in the game. The Harpy is now able to choose between supersonic and hover mode like all flyers, but is more maneuverable since it can make two 90 degree turns whilst moving. In addition to being &amp;quot;hard to hit&amp;quot; now, the Harpy was also given an improved ballistic skill of 3+, and its guns were souped up to 36&amp;quot;, Heavy 3, Strength 9, AP-3, D4 (Heavy Venom Cannon) or 36&amp;quot;, Heavy D3+3, Strength 8, AP-2, Damage 2 (Stranglethorn Cannon). It&#039;s Stinger Salvo was straight-up improved to Assault 8 (though still strength 5, AP-1) and it still has scything wings, making it one of the few flyers that can do something in combat with 4 strength 6 attacks (AP-2, Damage 2) hitting on a 3+. It lost its ability to force a unit to fight last, but it retained its ability to poop spore mines either on a spot on the battlefield (which can be useful to block enemy movement) or on an enemy unit for up to 10 mortal wounds.&lt;br /&gt;
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[[Image:Hive Crone.jpeg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;[[Hive Crone]]&#039;&#039;&#039;: Crones got a bit of a boost in this edition, but not by much. The Tentaclids are now Assault 4, S7 -3 D2 that becomes D4 against {{W40kKeyword|Flyers}} and that also always wound {{W40kKeyword|Vehicles}} on a 4+, altough sadly they lost the ability to deal mortal wounds with them. Unfortunately, compared to her sister the Harpy, the Crone is more a &#039;&#039;&#039;maybe&#039;&#039;&#039; rather than a &#039;&#039;must&#039;&#039;. Make sure there&#039;s [[DISTRACTION CARNIFEX|another threat on the board your opponent can&#039;t ignore, such as a souped-up Haruspex.]] if you want to keep it alive.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*[[Image:Biovore8E.jpeg|125px|right|]]&#039;&#039;&#039;[[Biovore]]&#039;&#039;&#039;: Your living mortars that now need to be supported by a synapse to shoot outside line of sight (and that unlike hive guards, don&#039;t even ignore modifiers when doing so. They don&#039;t need to roll to wound, they just skip to rolling Mortal Wounds, 1 per hit. Unlike last edition, you intentionally place a Spore Mine that now can be walked through (Though that does however trigger the mine to go off inflicting at least 1 mortal wound on a 2+); this unfortunately forces you into either shooting or deploying, which kinda ruins part of the appeal of this unit. However this is not to say it&#039;s a bad unit. Against tough models like lore of war Biovores can drop a respectable amount of mortal wounds against them. However generally it&#039;s better to spawn mines then it is to directly shell targets since the mine has less chance to wiff/miss (only failing to blow up on 1 rather then the biovore&#039;s 1,2 or 3) and about 20% of the time inflict d3 mortal wounds rather then just 1, just daring your opponent to either ignore it and take the wounds or spend a shooting phase to try and get rid of it.&lt;br /&gt;
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*&#039;&#039;&#039;[[Carnifex]]&#039;&#039;&#039;: The old mainstay with its ups and downs. Currently, it is extremely cheap to field model (as in: you-can-field-a-Carnifex-for-fewer-points-than-a-unit-of-Warriors) with a lot of versatility. Stat-wise it&#039;s pretty much a Dreadnought that is far more customizable than the rotting tuna cans. The options given back to the &#039;Fex can suit them into any role you want. There are multiple ways to take one, but &#039;&#039;always&#039;&#039; take the Spore Cysts, so your Carnifex will survive long enough to do some work. As a result, &#039;&#039;never&#039;&#039; take Spine Banks. More details follow below, but you should also be avoiding the bio-plasma Here are a few common ways to build a &#039;Fex:&lt;br /&gt;
**The new codex has been fairly charitable for the humble fex, granting a 3+WS W9 and 2+ save, putting it properly on tier with a battletank. Making things more enticing is that Armoured Exoskeleton is providing damage reduction, which is going to be very necessary on such a big target. Blistering Assault also supplements its melee by giving it an attack whenever it charges or heroically intervenes. The codex also did one more very important thing for Carnifex&#039;s: it split them into 3. Technically there are three Carnifex datasheets, the Carnifex, Thornback, and the Screamer Killler, which means your not limited by the rule of three since there different units.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Dakkafex&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Carnifex.jpg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;Dakkafex&#039;&#039;&#039;: There&#039;s no loadout here that&#039;s &#039;&#039;good&#039;&#039; at murdering heavies, but deathspitters and stranglethorns are a waste of time.  Do this:&lt;br /&gt;
**First gun:  2 Devourers with Brainleech Worms.&lt;br /&gt;
**Second gun: 2 Devourers with Brainleech Worms for doubling down on murdering GEQ (and MEQ, but while this is better for MEQ, it&#039;s still not very efficient) or a Heavy Venom Cannon for murdering anything heavier than MEQ.&lt;br /&gt;
**Enhanced Senses are better than Bio-Plasma against everything.&lt;br /&gt;
**Spore Cysts, since the range on Spine Banks is so bad.&lt;br /&gt;
**Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won&#039;t hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Dermic Symbiosis for a 4++, or Voracious Ammunition for the potential to do D3 MW after hitting. Both of these should help you get points back before the Carnifex dies&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Meleefex&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Carnifex.jpg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;Meleefex&#039;&#039;&#039;: This is pointless unless you take steps to make it more useful than a Stone-Crusher, which is just better in melee.  That means you need the best melee you can get, with an emphasis on ensuring you get into melee in the first place, which is where you can outshine a stone-crusher.  This is the optimal loadout:&lt;br /&gt;
**Monstrous Scything Talons x2, for +2 S:User attacks at -3 3D; generally, if given the option for more attacks, you should do so. However, the Crushing Claws aren&#039;t invalidated entirely, though, because at S+4 AP-3 and 3+D3 Damage, any attack that makes it through &#039;&#039;will hurt&#039;&#039;.&lt;br /&gt;
**Adrenal Glands; the Adrenal Glands are part of how you outshine a Stone-Crusher, to get you to melee quicker, and get the +1 S to tie with the Crusher. Toxin Sacs are optional, but autowounding on UM hits of 6 is always nice&lt;br /&gt;
**&#039;&#039;Do take&#039;&#039; Chitin Thorns - Chitin Thorns give you an additional point of AP, even if you didn&#039;t charge. Considering how 9e placed a lot of wargear options as stratagems only, this is just a flat upgrade, and a good way to get through AoC.&lt;br /&gt;
**Tusks - &#039;&#039;radically&#039;&#039; better than a Maw; just remember, you&#039;re paying points to get access to a stratagem, so if you&#039;re expecting it to [[DISTRACTION CARNIFEX|die]],  keep it cheap.  Just focus on making the charge.&lt;br /&gt;
**Bone Mace tail: Tails are basically an additional attack(s); if you want to keep it as a cheap distraction, don&#039;t. If you want to beat the Stone-Crusher, do. &lt;br /&gt;
**Spore Cysts for light cover (+1 save against ranged), the counterpart to your Adrenal Glands, helping you live long enough to charge.&lt;br /&gt;
**Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won&#039;t hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Predator instincts lets your Meleefex heroically intervene 6&amp;quot; as if it were a character, which is always helpful on the off chance your opponent is faster than you are, proccing your +1 A.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Hybridfex&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Carnifex.jpg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;Hybrid&#039;&#039;&#039;: While it may be tempting to take pure dakka or melee carnifexes, the more optimal loadouts revolve around a mix of the two as they can be far more points efficient in smaller numbers (2-3 ish) by being able to shoot as they stomp towards the nearest tin can, whereas with pure melee, you are risking the carnifex being blown away before it makes back a single point. These are the main builds worth considering. &lt;br /&gt;
**First Arm Weapon:  Heavy Venom Cannon for cracking open heavies from far away.&lt;br /&gt;
**Second Arm Weapon: Monstrous Scything Talons + Toxin Sacs is better than Claws against &#039;&#039;everything&#039;&#039;, with or without Toxin Sacs.&lt;br /&gt;
**Head:  Enhanced Senses; you&#039;ll generally get more benefit from buffing the Venom Cannon than from buffing your melee with tusks.&lt;br /&gt;
**Body:  Spore Cysts are basically mandatory.&lt;br /&gt;
**Tail:  Your melee will be strictly better with a Bone Mace - the question is whether or not you&#039;ll make it into melee.  Leave the tail off to keep the Fex cheaper, add it on for better melee once you get there. &lt;br /&gt;
**Take Chitin Thorns to get that extra point of AP in melee.&lt;br /&gt;
**Adaptive Physiologies: You can only take one instance of each AP, so if you have the extra points and no other unit to put it on, it won&#039;t hurt to take one. Just remember, as a unique upgrade, it makes them more of a target: Dermic Symbiosis for a 4++, or Voracious Ammunition for the potential to do D3 MW after hitting. Both of these should help you get points back before the Carnifex dies. &lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Screamer Killer&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Screamer Killer.jpeg|125px|right|]]&lt;br /&gt;
The classic Carnifex, now with its own datasheet. Two pairs of Scything Talons and a Bio-Plasmic Scream that&#039;s 18&amp;quot; Assault d6 S8 AP-4 D1 Blast that gives it something to mess up infantry as it moves into charging distance, which is boosted by its morale debuff of to enemy Leadership whenever it kills in melee (-1 for each model killed to a maximum of 4). They can take spore cysts (now give them light cover against ranged attacks) toxin sacs (6s to hit auto-wound) and adrenal glands (+1 strength and movement). Screamer Killers now have a frankly insane number of attacks (10...or 11 if you&#039;ve charged) that will swing at a basic strength 6 (which can be taken all the way to strength 8 with the right wargear and hive fleet) with -3 AP and damage 3. They also get the CORE keyword so can benefit from all kinds of buffs from synapse units and your warlord. A fully upgraded unit of 3 will set you back a fair bit but will kill almost anything stone dead if they make it to melee.&lt;br /&gt;
*Do consider that Screamer Killers are more expensive than regular Carnifexen for the Bio-Plasmic Scream and the special Ld rule, and cannot take a tail nor tusks. Make sure to use that Bio-Plasmic scream on something if you take it since that&#039;s its main draw.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Thornback&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Thornback.jpeg|125px|right|]]&lt;br /&gt;
A more specialized anti-infantry version of the Dakkafex, the Thornback makes up for its comparative weakness in melee combat with several tricks that will deter assaults on it. Thorned Chitin improves the AP of its melee attacks, letting its talons rip past most things. More importantly, its shooting ignores light cover and any nat 6s to hit improve the AP of its guns. It starts with monstrous scything talons, which it can and should swap for a Stranglethorn Cannon (unless you have a specific plan to use Thorned Battering Ram a lot, such as against Tau) to make use of Blast and two Devourers with Brainleech Worms, which should be swapped for two Deathspitters with Slimer Maggots, as well as buying Enhanced Senses. The lack of Spore Cysts hurts, but it&#039;s still decent costwise for typically landing 4 S7 AP-1 D1 and 2.33 S7 AP-1 D2 shots that bypass cover saves on {{W40Kkeyword|infantry}}, making it better than a Dakkafex at wiping out TEQs/two-wound models in cover and taking potshots at light vehicles.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Stone-Crusher Carnifex (FW)&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Stone Crusher Carnifex.jpeg|125px|right|]]&lt;br /&gt;
The tried and true vehicle and Monster Murder-fex. These babies cost a fair shake more than a stock &#039;fex or Thornback. Like a Thornback, their mortal wounds from charging increase to 1d6 against their chosen target, which for them is {{W40Kkeyword|vehicle}}s or {{W40Kkeyword|Monster}}s. They&#039;re also the only breed of &#039;fex that can&#039;t take toxin sacs or adrenal glands, but they come stock with strength 7 instead of 6. It starts with two bio-flails, and you can swap them for wrecker claws. The flails are the cheaper option and turn the stone crusher into something of a whirling dervish of gristle and bone. Eight strength 8 attacks, hitting on 3+ on the charge, at AP -1 and 2 damage are good, but will bounce off antyhing with a decent armour save. The wrecker claws, on the other hand, are legitimately better than crushing claws in every possible respect. The mammoth can openers have the same weapon profile as the claws, but with full re-rolls instead of a -1 to hit, and the damage increases to 5 against {{W40Kkeyword|vehicle}}s or {{W40Kkeyword|Monster}}s.&lt;br /&gt;
*For Hive Fleets, Jormungandr are a great choice considering now that they get Land Raider armor against shooting. Kraken are good if you want to use a lot of Melee-fex as a second-wave charging unit. The others benefit them not as much as these two.&lt;br /&gt;
*As of the May 2022 FAQ for imperial armour, Stonecrushers still don&#039;t benefit from the improved 2+ save, 3+ weapon skill and -1 damage reduction that 9th edition codex carnifexes do. This makes them truly the weakest choice among fexes.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
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[[Image:Exocrine.jpg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;[[Exocrine]]&#039;&#039;&#039;: Tyranids main &#039;Marine Killer&#039;. Its gun is 36&amp;quot; Heavy 6+D3 S8 AP-4 D3 Blast, and if it doesn&#039;t move beyond half its speed, it can ignore cover. Show those Terminators what scary dakka means when you hose them down with plasma from 36&amp;quot; away, throwing past even their fancy new Dataslate rule. Best used parked in cover at the rear, beside a Malanthrope, meaning he&#039;s safely in synapse range with a synaptic 9 wound character who is unlikely to get sniped while shooting directed at him are -1 to hit, and he has a 2+ save for his 15 T8 wounds. Like the Tyrannofex, Kronos will make sure its shots count. &lt;br /&gt;
**Despite this all, try to avoid long-range shootouts with other [[Tau|Plasma]] [[Dark Angels|Spam]] [[Adeptus_Mechanicus|armies]]. Seriously, don&#039;t do it, unless you want Heavy 1d3 or worse for the return fire. Like other long-range artillery, they need meat shields for their survival.  A good tactic is to keep an Excorine in reserve to prevent it being nuked turn one, and if you do so, try the tactic below: &lt;br /&gt;
**&#039;&#039;&#039;SURPRISE EXOCRINE:&#039;&#039;&#039; Exocrines have been given a single stratagem that rolls up Symbiostorm and the Blood of Baal Stratagem in one: for 1 CP, you get to ignore cover (so the bonus you get if you didn&#039;t move), and UM hits of 6 cause an additional hit. Combine this with Pathogenic Slime (2 CP since you lack Toxin Sacs), which causes UM Hits of 6 to &#039;&#039;&#039;auto-wound&#039;&#039;&#039; as well. If you&#039;re within 24&amp;quot; of a target and within 6&amp;quot; of Synapse, trigger the Tyranid Prime&#039;s Synaptic Imperative for 2 additional hits on UM6s.&lt;br /&gt;
***Just remember, as per the rare rules, the auto-wound only affects the &amp;quot;natural&amp;quot; 6, not the additional hits it causes. You&#039;re also burning CP on the off-chance you roll 6s, [[Dakka Dakka|but imagine the look on your opponent&#039;s face when you end up with more shots than you started with]]. &amp;lt;span style=&#039;color:green;font-size:105%&#039;&amp;gt;OI, DEM BUGS &amp;lt;s&amp;gt;STOLE&amp;lt;/s&amp;gt;&amp;lt;/span&amp;gt; &amp;lt;span style=&#039;color:purple;font-size:110%&#039;&amp;gt; EVOLVED&amp;lt;/span&amp;gt;&amp;lt;span style=&#039;color:green;font-size:105%&#039;&amp;gt; OUR DAKKA&amp;lt;/span&amp;gt;.&lt;br /&gt;
**These guys can also benefit massively from Adaptive Physiology. Run with either &#039;Dermic Symbiosis&#039; for 4++ invulnerable save, or Enraged Reserves for better brackets. Another choice is &#039;Voracious Ammunition&#039; which will see any unit that&#039;s lost models to your shots take additional D3 mortal wounds if the unit somehow survived. Bye-bye Terminator squad!&lt;br /&gt;
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*&#039;&#039;&#039;[[Hive Guard]]&#039;&#039;&#039;: If not for the cost, Hive Guards remain a fantastic ranged unit. Any squad of them should be accompanying a Synapse creature so they can ignore any BS penalties, which is their lifeline. Best taken as a full unit of 6 with Impaler Cannons as part of a separate Kronos Patrol alongside a Neurothrope HQ. The bonus 4&amp;quot; to their weapons&#039; range works best for their impaler cannon, you can then also use the &#039;Symbiostorm&#039; Kronos Power to take their shots at S7 so you can pick out some lighter vehicles if you want. They can also be good backline objective campers thanks to their ability to count as 3 models each for the purpose of controlling that objective; unfortunately, without core or objective secured, a single guardsman can easily steal it back.&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Impaler Cannon&amp;quot;&amp;gt;[[Image:TyranidHiveGuard2.jpg|125px|right|]] The Impaler Cannon is great at killing MEQ and hiding in bunkers while doing so, &#039;&#039;because it doesn&#039;t need line of sight&#039;&#039;...well not from these guys, but from a neighboring Synapse creature. Do note that a squad of just three of these is 180 points for 9 shots at S6 -2 D2; unless something else is blocking you, just pick an exocrine or an acid spray Tyrannofex instead.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;tab name=&amp;quot;Shockcannon&amp;quot;&amp;gt;[[Image:HiveGuard.jpg|125px|right|]] Alternately, the Shockcannon is an Assault weapon so you can move and fire without penalty at a long-range. Mortal wounds vs vehicles on a 4+ in addition to the stock 3 damage makes this a pretty effective anti-tank weapon, though they will suffer issues from cover (unless what you&#039;re shooting at is in line of sight of a friendly synapse). Mathematically, a full squad of 6 armed with Shockcannons will average 5.33 extra mortal wounds against any vehicle, which is already enough to out damage a full unit of Impaler Hive Guard. The only real problem is their short-range, but you can fix that by deepstriking them with the Jormungandr strat/Tyrannocyte.&amp;lt;/tab&amp;gt;&amp;lt;!--&lt;br /&gt;
--&amp;gt;&amp;lt;/tabs&amp;gt;&lt;br /&gt;
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*[[Image:Toxicrene.jpg|125px|right|]]&#039;&#039;&#039;[[Toxicrene]]&#039;&#039;&#039;: The Toxicrene has been significantly changed in the new 9th edition codex and now fits more in a niche of support monster. It&#039;s not going to be the most common monster used due to saturation but it certainly brings interesting tools. What makes it interesting are its special rules and utilities. First, it grants a small bubble of -1 to hit around it which. It also has a 4+ chance of inflicting a few mortal wounds and forcing enemies to fight last if they are in close combat with it. Finally it has the ability to prevent retreats. It also can make great use of the spore cloud stratagem to increase the size of his -1 bubble and the unique toxic entanglement to kite a unit into close combat against it. Speaking of which, the Toxicrene abilities in close combat are designed to mop up infantry, even high toughness infantry and rival monsters since it auto-wounds on a 2+ with its twelve attacks on which it can add 2d6 extra identical attacks via shooting though the shooting proper is limited to 8&amp;quot; of range. In other words, a lot of slap attacks great to kill 1 wound units with armor saves in the 3+/4+ department or lower. Since there is half a million of other options to do that and the Toxicrene has the same problems than the Haruspex and isn&#039;t quite as tough that can be an issue. If you want to field one, you really have to count on its ability to boost some other units and maybe to protect yourself in a sacrificial way from an enemy deathstar, but that&#039;s precisely why the corrosive viscera stratagem exists.&lt;br /&gt;
**A fun combo, although a bit situational, is to get a Toxicrene with the Whipcoil Reflexes adaptation into a mob of models. Since the adaptation is activated when a unit is &#039;&#039;selected&#039;&#039; to disengage, you first roll a D6 and inflict D3 mortal wounds on a 2+, and &#039;&#039;then&#039;&#039;, when the unit is disengaging, you activate the Toxicrene&#039;s Massive grasping tendrils ability and block that unit from disengaging on a 3+ (2+ if {{W40kKeyword|Infantry}}). Rinse and repeat to just shred a unit by just them trying to escape (of course, be sure to do this with a unit that can&#039;t really hurt you back and that needs to be somewhere else so that the enemy wants to get away)&lt;br /&gt;
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*[[Image:Tyranno.jpg|125px|right|]]&#039;&#039;&#039;[[Tyrannofex]]&#039;&#039;&#039;: Versatile fire support that might actually be seen with other loadouts than Acid Spray this edition, now that it can move and fire heavy weapons with no penalty. It also carries a compulsory Stinger Salvo, which combines nicely with the Spray or Hive for clearing out infantry. With the relatively short range of most of its weapons options, the Powerful Limbs melee weapon looks decent enough on paper for finishing off light vehicles or units with few models left, but you&#039;re better off with infantry support for that unless you&#039;re certain it&#039;s going to die next turn anyways; it has an Explodes! analogue that reaches out to 3&amp;quot;, so mind its placing if on its last legs. Unfortunately, it got hit hard by the price hikes, but it can still justify the points put into it, and you can equip it to deal with a variety of enemies:&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Acid Spray&amp;quot;&amp;gt;&lt;br /&gt;
The Acid Spray provides you with a heavy flamer-like template, very much equipped to melt even MEQs with S6 AP-3 D2. The drawback is that its range is the shortest of the lot, forcing it into close quarters with anything that would fell it.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Fleshborer Hive&amp;quot;&amp;gt;&lt;br /&gt;
The stock Fleshborer Hive is better against big hordes that don&#039;t rely on saves (like Guardsmen or Genestealer Cults) and can be buffed with the Scorch Bugs strat to wound MEQs and GEQs on 2s, but it&#039;s not useful in remotely as many contexts as the Acid Spray.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Rupture Cannon&amp;quot;&amp;gt;&lt;br /&gt;
The Rupture Cannon costs a lot (it actually went down a lot of points in 9th), driving the dude&#039;s cost up, but it will fuck up very heavy targets with an extreme S14 AP-4 D4+d6. Taking it with Kronos&#039; adaptation all but guarantees that tanks will die.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
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*[[Image:Barbed Hierodule.jpeg|125px|right|]]&#039;&#039;&#039;[[Hierodule|Barbed Hierodule]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: After spending most of 8th edition trying and failing to compete against Imperial knights as a Lord of War, the Heirodules have been shuffled over to the Heavy Support and given a bit of a makeover. Both versions got slightly weaker, dropping from 22 to 18 wounds while retaining their T8, the Barbed Hierodule however got +1 to their save. In addition, their Damage chart has been reworked. They start at a respectful 12&amp;quot; move (8&amp;quot; for Barbed Hierodule), 3+ WS and BS, and drop from there. The improved BS is especially welcome on the Barbed Heirodule&#039;s Bio Cannons, which were normalized to deal a flat 2 damage. In addition to being a strong ranged threat, it can hold its own in CC as its talons, strength 10, ap -3, have been changed to deal a flat d3+3 damage and its number of attacks no longer degrade. The real pain, however, comes in the loss of the titanic abilities, including the ability to walk out of combat and still shoot or charge. However, they can now benefit from a {{W40kKeyword|MALECEPTOR}}&#039;s -1 to hit aura, Jormungandr, and don&#039;t give Titanic kills for the purpose of secondaries, so it&#039;s a mixed bag. Overall, if you use it as immobile artillery you have a model that is 105 points more expensive than an Exocrine that fills a similar role. The additional points give you extra wounds &amp;amp; mobility, an additional point of strength at the cost of 1 ap, and nothing else. If you play it as a mobile Exocrine that is unkillable and so can bully people in the center of the board, you will find its true value. Because of its need is to be mobile, and its desire is to be durable, Jormungandr is very fun for the -1 to be hit at more than 18&amp;quot;.&lt;br /&gt;
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*[[Image:Scythed Hierodule.jpeg|125px|right|]]&#039;&#039;&#039;[[Hierodule|Scythed Hierodule]]&amp;lt;sup&amp;gt;Forge World&amp;lt;/sup&amp;gt;&#039;&#039;&#039;: The melee cousin of the Barbed Hierodule. Trades the bio cannons for an extra set of talons, a bio-acid spray, and a 3+ save. Stripped down to 18 wounds, but benefits much more from the changes to its Damage Chart. The bio-acid spray got a massive ranged buff and damage nerf, becoming 18&amp;quot; Heavy 3d6 S6 AP-2 D1. However, it lost its previous mobility rules, making it less reliable on the charge and slower overall.&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
[[Image:Sporocyst.jpeg|125px|right|]]&lt;br /&gt;
*&#039;&#039;&#039;[[Sporocyst]]&#039;&#039;&#039;: Amusing in objective missions, given that it &amp;quot;deploys&amp;quot; anywhere outside 12&amp;quot; of enemy deployment or units - pop the thing on a vacant objective your opponent is likely to try to claim and shit out Mucolids and Spore Mines when anyone tries. With 10 T7 wounds it&#039;s unlikely to evaporate to small arms, and with the hail of ill-aimed gunfire to back that up, your opponent won&#039;t be claiming that objective with a couple of otherwise useless incidental dollies, although like all your big bugs, it will go down in a screaming heap if isolated and eating heavy weapons fire. Left alone, they can fill the board with spores because the action sacrifices its (nonexistent) movement. Hope you have enough models! and if they don&#039;t leave it alone: hey they&#039;re not shooting at your other bugs.&lt;br /&gt;
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===Lords of War===&lt;br /&gt;
*[[Image:HarridanGW.jpeg|125px|right|]]&#039;&#039;&#039;[[Harridan]]&#039;&#039;&#039;: The Harridan is basically a flying Hierophant but with a 3+ save and no invuln. It is armed with the same weapons of the hierophant minus the torrent and lashwips and also has the frenzied metabolism rule to get a +1 to wound on the cannons at the cost of D3 mortal wounds. It can also carry 20 gargoyles into battle. Finally, since it&#039;s a flyer of some sort, it has the usual rules you&#039;d expect like a -1 to be hit, not being able to charge or be charged and being able to pivot up to 90° before moving; you can still hovering, something that can allow for first turn charges since its move characteristic is 20&amp;quot; when doing so, but it rids you of your -1 to be hit and so makes you a little more fragile (at W34 T8, it should be a big problem but remember you don&#039;t have an invuln and the malanthrope&#039;s and venomthrope&#039;s abilities don&#039;t work on you). Overall, a nice unit that probably won&#039;t see the battlefield much due to the cost but that can be competitive if used right (and yes, it has been on a tournament winning list).&lt;br /&gt;
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*[[Image:Tyranid Hierophant.jpeg|125px|right|]]&#039;&#039;&#039;[[Hierophant]]&#039;&#039;&#039;: A titanic biomorph with 34 wounds at T8 with 2+/5++ and a degrading 10&amp;quot; movement, it&#039;s nothing to scoff at. In melee, it has 6 S10 -4 D6 attacks that initially hit on 3s so anything you fight against that doesn&#039;t have an invuln save &#039;&#039;will&#039;&#039; get shredded, but do keep in mind that, despite being able to go over models (as long as they are not {{W40kKeyword|Vehicles}} or {{W40kKeyword|Monsters}}) like other lords of war, its sheer size means you&#039;ll probably be shielded by basic infantry anyway; you also get 10 additional attacks at S5 -1 D1 so charging a not-so-big mob of infantry could be nice, if not for shielding it from retaliating fire. On a ranged note, you get a 2D6 shots heavy flamer with S7 and the main guns with 16 shots at &#039;&#039;&#039;S10 -3 D3&#039;&#039;&#039; (these too hit on a 3+), perfect for any type of target that doesn&#039;t have an invuln save (you see the pattern?); and with the frienzied metabolism special rule, you can suffer D3 mortal wounds but get a +1 to wound on attacks made by the cannons, not that you should since you&#039;ll be wounding almost everything in the game on a 3+ and most lesser units on a 2+. Speaking of special rules, you also inflict 1 mortal wound on every model you are in engagement range with on a roll of 5+. Finally, the Hierophant can hold up to 20 {{W40kKeyword|INFANTRY}} models, but multi-wound models count as two. Want to move a Prime and 9 Warriors up the table instead of only 6? How about a Neurothrope, 6 Zoanthropes, and 3 Pyrovores? Probably not the best idea, &#039;&#039;but you can!&#039;&#039; Unfortunately, the degrading stats now affects WS and BS, so you need to be on the aggressive side of things to make sure you use this model at its peak before it inevitably gets downgraded. Like other &amp;quot;apocalypse-ish&amp;quot; units, you probably won&#039;t see this thing in casual play, but it can shine at higher points game. Preferably take it with the jormungandr fleet so it gets a -1 to be shot at more than 18&amp;quot; (neither the malanthrope&#039;s nor venomthrope&#039;s ability work on it) and/or the unfeeling resistance adaptive trait so that you can get a bit more out of it before it dies (remember that catalyst not gives only a 6+++ on titanic units instead of a 5+++).&lt;br /&gt;
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==Tactics==&lt;br /&gt;
===General Tactics===&lt;br /&gt;
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*&#039;&#039;&#039;Shooty Shooty, Smitey Smitey&#039;&#039;&#039;: With 9th edition being about controlling objectives rather than wiping out your opponent, armies have become more elite with more invulnerable saves, higher toughness, and more wounds. This along with a smaller board has massively helped Tyranids.&lt;br /&gt;
**&#039;&#039;Shooty Shooty&#039;&#039; - Run a Kronos Patrol led by a Neurothrope with Symbiostorm along with 6 Hive Guard with Impaler Cannons and 2 Exocrines. Kronos will give you re-rolling 1s to hit and Symbiostorm will give you 6s to hit counting as an extra hit, which amounts to +1 to hit. The Hive Guards, hiding behind cover, will put out 12 S8 AP-2 with D3 damage which will hurt most things. You can also add the &#039;Single Minded Annihilation&#039; strat to shoot again which will wipe most things out. Exocrines are Tyranids&#039; main marine killers. With 12 S7 AP-3 D2 each if they don&#039;t move and hitting on 3s they have some very consistent damage. They also have the &#039;Symbiotic Devastation&#039; strat from Blood of Baal so they can count as not moving if you need to reposition. Don&#039;t be afraid to use your big guns to clear weak chaff units to either get them off scoring points or to free up your Thropes to smite the juicier targets hidden behind. Remember 9th is about outscoring, not out-surviving.&lt;br /&gt;
**&#039;&#039;Smitey Smitey&#039;&#039; - Run 2x Broods of 5 Zoanthropes (the extra body is there to get shot) led by a Neurothrope from Hive Fleet Leviathan. Use these as Smiting batteries to move up the field doing mortal wounds to anything in their path ignoring all those Invulnerable Saves and high toughnesses. Use their own 3++ Invulnerable save, Leviathan Feel no pains, and the Neurothrope&#039;s healing to make them incredibly annoying to kill and use them to screen your guns and soak up all the Melta, Lascannon, and plasma fire your opponent puts out while moving up the field. Support them with some smaller 10x Gaunt troops units to take and hold primary points then use Lictors and Rippers to grab you Secondaries.&lt;br /&gt;
*&#039;&#039;&#039;100pts for 30 Scoring Points&#039;&#039;&#039;: Take a Lictor (or 2) and some Rippers and take Deploy Scramblers / Teleport Homer and Line Breaker Secondaries. It should be easy to use a small 10 gaunt brood to deploy scramblers in your Deployment zone and the centre of the board, then deep strike lictors into your opponent&#039;s deployment zone in cover and deploy the final Scrambler for 15 points or start the teleport homer as Lictors count as non-character infantry. With -1 to hit, 3+/4++ and 4 wounds (and a 6+++ Leviathan Feel no pain) it means your opponent will have to concentrate a lot of resources into removing them and not anything else in your army. Deep strike some cheap Rippers or another Lictor in to get &#039;Line Breaker&#039; and you should be netting 25-30 points with less than 100pts of models.&lt;br /&gt;
*&#039;&#039;&#039;Synapse and you&#039;&#039;&#039;: When choosing synapse units for your army, it&#039;s worth considering where they are going to be placed and what role they will fill. If you want an Exocrine providing fire support while your Broodlord and a unit of Genestealers advance, then having a cheap synapse unit (such as a Malanthrope or a bare bones unit of warriors) to babysit him will help keep him on target. Conversely, if you want a fast moving core of Hormagaunts to advance on the enemy, relying on a slow moving unit of Zoanthropes for synapse is asking for trouble. Walking Hive Tyrants, the Swarmlord, Broodlords, Maleceptors, and Trygon Primes can all keep pace with your basic assault units like Hormagaunts and Genestealers. If you intend to run fast units (12&amp;quot; move or higher), such as Raveners, Harpies, Crones, Gargoyles, or Sky-slashers, then adding Shrikes or a winged Hive Tyrant will help you keep up. If you intend to invest in Biovores, Exocrines, Hive Guards, or a Tyrannofex, consider taking a Tervigon (with associated termagant screen), a Malanthrope, or a unit of Zoanthropes. Warriors and Tyranid Primes are your flexible option. Equip them as required, but don&#039;t go overboard.&lt;br /&gt;
**Don&#039;t forget the penalties for being outside of synapse aren&#039;t terrifying anymore. Your guys will still run faster than a Slaaneshi daemon high on crack, so you can get around the targeting restrictions with careful unit placement - and some units, like Biovores or, if you&#039;re feeling silly, Lictors or Pyrovores, don&#039;t have a practical reason to care about Synapse.&lt;br /&gt;
*&#039;&#039;&#039;Mortal Wound Spam&#039;&#039;&#039;: Tyranids have a ridiculous number of units that can cause mortal wounds either directly or indirectly. Zoanthropes with Smite, Biovores with spore mines (and the spore mines themselves), Mawlocs, Maleceptors, Venomthropes and Toxicrenes with their miasma, Pyrovores when they die, Harpies dropping spore mines, Hive Guard with shock cannons, Hive Crones with tentaclids, and a Carnifex on the charge, and the death spasms of almost all your monstrous creatures can all pile on mortal wounds. Keep these in mind when facing high durability units.&lt;br /&gt;
*&#039;&#039;&#039;Brood Brothers&#039;&#039;&#039;: With the ability to add a detachment of Guards if you ally with GSC a whole new age of sweet, stinky cheese has come upon the bugs. Get an auxiliary detachment or a supreme command detachment if you want your CPs, fill it with two Magos and an Iconbearer then use a spearhead detachment for the Guard (for the Leman Russes with Objective Secured) and another &#039;specialist&#039; detachment for the Tyranids. Use the Guards for ranged and mobile anti-armor or character assassination, It&#039;s a shame they can&#039;t take a Doctrine if taken this way, but hey- you can still legally take a Baneblade with your &#039;Nids.&lt;br /&gt;
*&#039;&#039;&#039;Anti-Psyker&#039;&#039;&#039;: It cannot be underestimated how hard Nids shut down Psyker-heavy armies. Shadow in the Warp makes their powers harder to cast and Psychic Scream can force opponents to double-up on a power on different units just to make sure you don&#039;t completely make a power unusable and can make one power Psykers literally useless. Kronos turns this up a notch with its Warlord Trait and Stratagem. The Stratagem makes any WC7 power impossible to cast without a +2 bonus at minimum (poor, poor Farseers), and the Warlord Trait means that any casters get the equivalent of Perils upon any failed psychic test. It&#039;s a niche protection to be sure, but an important one considering the smite-spam meta. Just remember that Shadow in the warp doesn&#039;t work on the opponnent&#039;s deny ability, it&#039;s a different test to take.&lt;br /&gt;
*&#039;&#039;&#039;Threat Saturation&#039;&#039;&#039;: Tyranids&#039; main playing style involves LOTS AND LOTS OF SHIT, you should be throwing so much shit that your opponent has no way to deal with them all at once (or at least think they can&#039;t). Do they shoot those Carnifexes advancing and threatening to charge? Or the Trygon Prime that just popped out with a brood of Genestealers about to slice his face off? Or maybe the Gaunts that just sprinted from halfway across the board that can tie up their artillery in the next turn? Or... &#039;&#039;&amp;quot;shit&amp;quot;&#039;&#039;, they say as a Mawloc appears inside their deathstar or the wall of Spore Mines that they ignored is getting a bit too close. Remember the quote how if they militarised every Imperial citizen and if every shot that they make are kill shots then they still wouldn&#039;t have enough to kill the Tyranids? Apply that to your battle-plan and harvest those biomass!&lt;br /&gt;
*&#039;&#039;&#039;Change is a way of life (Crusade)&#039;&#039;&#039;: In crusade&#039;s tyranid are a monster to face against because your opponent has no idea what on earth you could be bringing each game. If you fight Imperial Fists you Know what you will face because the chapter tactic and special rules they bring are fixed to every game. Sure the marines might go heavier on armor one game, or a more hoard of marines the next but they will always be Imperial Fists. Tyranids on the other Scything Talon can change wildly from one mission to another. Normally the ability to change out your hive fleet&#039;s second bonus for one of the custom one&#039;s is a nice way to customize your army and try out new army builds, but in a Crusade You&#039;ll have much more of an idea who your opponent is before you even build you list and can then not just optimize against them, but also wildly change up your build. Go with a nidzilla one game then bring 150 gaunt&#039;s the next, each with a different adaptive bonus to play to the strength of each army style.&lt;br /&gt;
&lt;br /&gt;
===Specific Strategies===&lt;br /&gt;
*&#039;&#039;&#039;I Have No Friends!&#039;&#039;&#039;&lt;br /&gt;
**In a 500 point battle bring a Trygon Prime and 2 mawloc which all 3 come together for 425 points. Sneak a 10 model Termagant squad for a troop choice and you have a perfect legal 500 point patrol, with three 14 wound toughness 7 giant snakes. Have fun.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hive tyrant mortal wound bomb&#039;&#039;&#039;&lt;br /&gt;
** Take your hive tyrant, give em reaper and adrenals, get him into charge range. Pop trampling charge and adrenal surge. Your tyrant is now doing  at minimum 3+6-8 mw to the target (provided you hit your attacks) with the potential to do 14mw if all goes perfect. Enjoy eating half a knight before they even roll saves. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Harlequins&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;The Deepest Shadow&#039;&#039;&#039; 9th Editions starting 12 command points has seen the laughing gods servants becoming the big bad with their insane strats and Psychic Powers making them fast, invincible and constantly running in and out of combat but Tyranids are probably their worse match up.&lt;br /&gt;
***Running a Patrol of Kronos or your Swarm as Kronos gives you access to the Kronos Strat &#039;The Deepest Shadow&#039;. This means any psyker within 24&amp;quot; of a Kronos UNIT can only roll psychic tests on ONE D6. Placing a Kronos Rippers at the front of your deployment and using this Strat will help prevent the Shadowseer getting off Twilight pathway (wc6) which means they can move again leading to the massive First Turn Alpha strike Harlequins do. If they try it and fail, it can leave their bikes in the open. It also helps stop Fog of dreams (wc6) -1 to shooting on a unit and flat out prevents Veil of Tears (wc7) -1 shoot against a unit, Shard of Light (wc7) D3 mortals and Webway Dance (wc7) 6+ Feel No Pain. This strat along with Shadow of the Warp when they get close will seriously mess up their day. If you opponent gets desperate you can also use &#039;Psychic Fissure&#039; from Blood of Baal so that if a Psyker fails a Psychic Test they take D3 mortal wounds.&lt;br /&gt;
**Along with a Zoanthrope / Neurothrope heavy army which ignores their 3+/4+ Invulnerable with their smites. Try to have some Gaunts as meat shields to protect your thropes turn one with Leviathans Feel no Pains and maybe Catalyst. Add some high volumes of fire from double shooting Hive Guards who don&#039;t need line of sight (all without the -minuses to hit) and a Mawloc or 2 for &#039;Unexpected Incursion&#039; on their troops holding points and the army quicks disappears.&lt;br /&gt;
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[[Category: Warhammer 40,000]]&lt;br /&gt;
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[[Category: Warhammer 40,000 9E]]&lt;br /&gt;
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[[Category: Warhammer 40000 Tactics (9E)]]&lt;br /&gt;
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[[Category: Xenos]]&lt;br /&gt;
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[[Category: Tyranid]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Thousand_Sons&amp;diff=1011671</id>
		<title>Warhammer 40,000/8th Edition Tactics/Thousand Sons</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Warhammer_40,000/8th_Edition_Tactics/Thousand_Sons&amp;diff=1011671"/>
		<updated>2026-05-20T16:11:17Z</updated>

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Please note that this is the tactics for 8th edition Thousand Sons. Their current tactics can be found [[Warhammer 40,000/Tactics/Thousand Sons (9E)|here.]]&lt;br /&gt;
&lt;br /&gt;
==Why Play Thousand Sons?==&lt;br /&gt;
As one of the founding Legions, the Thousand Sons have, along side their pantheon opposite the [[Death Guard| Sons of Mortarion]], been promoted to full Codex Status. Alongside this there has been a small release of new models (some being shared with [[Age of Sigmar| Age of Sigmar.]]) If you love [[Just As Planned|Convoluted Schemes,]] [[Beastmen_(40k)#Tzaangors|Tzaangors]], [[Rubric Marines| Robots,]] Space Wizards with Mind Bullets, or [[/d/|Twisting Bodies in Unnatural ways;]] then this is the army for you! &lt;br /&gt;
&lt;br /&gt;
Boasting some of the most powerful psychic powers in the game, Thousand Sons armies are for the connoisseur of Chaos Space Marine commander; encouraging play with trickery, deception, and multi-layered planning. The army allows you to manipulate the dice, the board and even your opponents units. This encourages you to play with finesse, rather than purely brute forcing your opponent into submission. Alternatively you may simply believe that [[Magnus the Red| Magnus Did Nothing Wrong.]]&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
* Almost every unit has a way to cut through armour saves. As the Inferno Bolt offers a reliable AP-2.&lt;br /&gt;
* As Masters of Magic you get a boosted range on all your powers; so you can buff/debuff/shoot mind-bullets from even farther away. In addition you aren&#039;t penalised for spamming Smite like most other factions.&lt;br /&gt;
* Exalted Sorcerers act as a mid-way point between a Choppy Murder Lord and Flimsy Spellcaster.&lt;br /&gt;
* Fairly fresh sculpt-wise and also contains the first Primarch to be introduced to Modern 40k (Magnus).&lt;br /&gt;
* Great Synergy between units in the Codex and with other Chaos Armies. Thousand Sons are able to provide and receive a range of game-changing bonuses to and from Daemons &amp;amp; Fellow Heretic Astartes - all the while without stealing the spotlight from [[Your Dudes| Your Dudes.]]&lt;br /&gt;
* Invulnerable saves everywhere.&lt;br /&gt;
* Lets you take the fight to the [[Primaris Space Marines|Space Chads]] as you have ascended to become [[Mary Sue|An Enlightened Mage Warrior Riding on a Disc of Magic.]]&lt;br /&gt;
* Nine Sub-Factions to select from that influence your play style.&lt;br /&gt;
* Stratagems, Relics and Powers with the Ability to Deep-strike pretty much everything.  &lt;br /&gt;
* Three Psychic Disciplines and Nine Cult powers to choose from, and multiple Psykers across the army as Sorcerers lead the rank-and file troops. The Thousand Sons are true masters of the Psychic Phase with access to a large toolkit of powers for any situation. Even Eldar will watch in envy as you cast into the double figures.&lt;br /&gt;
* Tzaangor models (except those with Chainswords and Guns) as well as the Mutalith Vortex Beast can also be used for an Age of Sigmar Tzeentch army. Letting you eke out extra mileage for what you paid for. &lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
* Although the sculpts are quite good, the overall range of units to choose from is small.&lt;br /&gt;
* Very difficult learning curve for a new player and the smallest mistakes can often cost you the game.&lt;br /&gt;
* Consistently miss out on new releases due to Keywords; leaving you frustrated to see other Chaos getting new toys you can&#039;t use.&lt;br /&gt;
* Magnus is a huge investment of money, time and points.  He costs a lot, and you will want to put a lot of buffs on him to make sure you make the most out of him, otherwise he&#039;s just a gigantic target for your opponent.&lt;br /&gt;
* Reliance on your Psychic synergy means Anti-psyker units like Sisters of Silence, Culexus Assassins, GC Sancti/Magi/Abominants and Tyranids (&#039;&#039;especially Hive Fleet Kronos&#039;&#039;) will give you no end of problems if not eliminated quickly.&lt;br /&gt;
* Some models were ported in from Age of Sigmar in lieu of getting new stuff like the Death Guard. Which is a con due to the fact that the models don&#039;t look at all like they belong in a 40k setting.&lt;br /&gt;
* Subsequently, your HQ&#039;s are your biggest threat as well as the linchpin of your buffs; meaning most people will focus them first. If this happens your army can take a huge hit very quickly and struggle to recover.&lt;br /&gt;
* The Thousand Sons have a very limited armoury and only few units have access Plasma and Melta weaponry.&lt;br /&gt;
* The Thousand Sons also have a very limited selection of anti-tank/anti-monster weaponry. They do have access to lascannons on predators and land raiders, but these units are often difficult to include in many Thousand Sons army lists due to their cost in addition to the overall high cost-per-model of the rest of the army. This has been somewhat addressed at the end of 8th edition by introduction of Hellforged units like Hellforged Contemptors, Sicarans, and additional Land Raider variants. Nevertheless, Hellforged units are very dangerous to keep around your psykers because of their Containment Breach rule. Therefore its not uncommon to see Thousand sons armies having to rely on Smite spam to bring down 12-14 wound vehicles/monsters.&lt;br /&gt;
* The Thousand Sons can&#039;t take some of the Forgeworld models that are available to other Chaos Legions. Specifically the Hellforged Rapier, Chaos Hellwright and Chaos Hellwright on Dark Abyant; as well as any unit that cannot take Thousand Sons and Tzeentch keywords. All in all, Thousand Sons have an extremely limited selection of FW models that they are able to field and other Chaos factions generally get to benefit from a much wider selection of FW gear.&lt;br /&gt;
* You can also cripple your army on your own, as constantly casting means a high chance of rolling Perils of the Warp and blowing yourself up.&lt;br /&gt;
&lt;br /&gt;
===Getting Started===&lt;br /&gt;
&lt;br /&gt;
The Thousand Sons are one of the middle releases of 8th edition, and experience has shown this to be a negative rather than a positive. Contemporary Codexes either copy elements and features of previous releases, or build upon lessons learnt from player-feedback leading to power creep. You are now quite reliant on splat-books. It&#039;s also a grey-area about when GW will revisit the entire army again. On the other hand, 8th Edition has been marked by continual change, with unit entries being rewritten and tweaked constantly both in Chapter Approved, FAQ&#039;s, White Dwarf and now Psychic Awakening so take that as you will. Despite this you should get your hands on the following in the listed order:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The Most Recent FAQ and Errata&#039;&#039;&#039;: For rules clarification and fixes.&lt;br /&gt;
*&#039;&#039;&#039;Codex Thousand Sons&#039;&#039;&#039;: Released February 2018.&lt;br /&gt;
*&#039;&#039;&#039;Psychic Awakening: Ritual of the Damned&#039;&#039;&#039;: Grants rules for the Nine Cults and additional stratagems and the latest point costs.&lt;br /&gt;
*&#039;&#039;&#039;Chapter Approved 2019/Munitorum Field Manual&#039;&#039;&#039;: Additional missions and useful points updates. (Ritual of the Damned also includes latest points so skip this unless you want it for other armies.)&lt;br /&gt;
*&#039;&#039;&#039;Codex Chaos Space Marines, Version 2&#039;&#039;&#039;: Released in April 2019. Allows you to Ally in the new units from Shadowspear and Vigilus Ablaze.&lt;br /&gt;
*&#039;&#039;&#039;Index: Forces of Chaos&#039;&#039;&#039;: For all your Forge World needs.&lt;br /&gt;
*&#039;&#039;&#039;Start Collecting: Thousand Sons:&#039;&#039;&#039; A good launching off platform for new players. Contains Ahriman (weird for a named character but there&#039;s not much else), 1 unit of 10 Rubric Marines, 1 unit of 10 Tzaangors, and 2 Tzaangor upgrade kits, in case you want them to have the chainswords and pistols (you don&#039;t). &lt;br /&gt;
*&#039;&#039;&#039;Thousand Sons: Legends PDF&#039;&#039;&#039;: For &#039;Legacy Units&#039; and Wargear options (eg. Combi-Plasma&#039;s and force axes.)&lt;br /&gt;
&lt;br /&gt;
==Faction Keywords==&lt;br /&gt;
&lt;br /&gt;
The main keywords you have to keep track of for your army are {{Template:W40kKeyword|HERETIC ASTARTES}}, and {{Template:W40kKeyword|THOUSAND SONS}}. Being a God-Specific Legion, everything must also have {{Template:W40kKeyword|MARK OF TZEENTCH}}, before they can receive any god-specific buffs and psychic benefits. This also locks you out from certain units such as the Blood Slaughter of Khorne and Kytan Ravager.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that even though you can &#039;soup&#039; a list using the {{Template:W40kKeyword|HERETIC ASTARTES}} Keyword, you can&#039;t give the {{Template:W40kKeyword|THOUSAND SONS}} Legion keyword to any unit that isn&#039;t listed in their respective army lists; either in the Index: Chaos or their own codex. So you can&#039;t have {{Template:W40kKeyword|THOUSAND SONS}} Warptalons, for example.&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Brotherhood of Sorcerers:&#039;&#039;&#039; If your army is Battleforged, the range of all psychic powers cast by units with this ability is increased by 6&amp;quot;. Mainly affects characters, but also applies to Sorcerers embedded with Rubrics and Scarab Terminators. &lt;br /&gt;
*&#039;&#039;&#039;Cults of the Legion:&#039;&#039;&#039; Every {{W40kKeyword|THOUSAND SONS}} detachment can be assigned a cult. Every unit gains the {{W40kKeyword|CULT}} keyword, as long as they do not have {{W40kKeyword|TZAANGOR}}, {{W40kKeyword|CULTISTS}} or is a named character. Every {{W40kKeyword|&amp;lt;CULT&amp;gt; PSYKER}} automatically knows the cult&#039;s psychic power, in addition to the other powers they know.&lt;br /&gt;
**Speaking of which, the new Psychic Focus rule that would normally make spamming Smite harder with each time it&#039;s attempted is specifically worded to not affect you. &lt;br /&gt;
*&#039;&#039;&#039;Disciples of Tzeentch:&#039;&#039;&#039; Tzeentch flavored objective secured, same as all the other ones.&lt;br /&gt;
* &#039;&#039;&#039;Death to the False Emperor&#039;&#039;&#039;: Just like vanilla CSMs, rolling a 6 to hit in close combat against Imperials lets you perform a bonus attack. People usually tend to forget this one but seriously, this little friend could change a loss into a win.&lt;br /&gt;
*&#039;&#039;&#039;Hateful Assault:&#039;&#039;&#039; If you charge, are charged or perform a Heroic Intervention, get +1 Attack. Anyone with the keyword {{Template:W40kKeyword|THOUSAND SONS}} with the exception of {{Template:W40kKeyword|TZAANGORS}} and {{Template:W40kKeyword|CHAOS CULTISTS}} gets this. This makes it less likely for your rubrics to get bogged down in melee (though they still easily can be).&lt;br /&gt;
*&#039;&#039;&#039;Malicious Volleys:&#039;&#039;&#039; Heretic Astartes models using a Rapid Fire bolt weapon can take double the normal attacks (2 for bolters, 4 for storm bolters, etc) if at least one of the following is true:&lt;br /&gt;
** Target is in Half Range&lt;br /&gt;
** If the firing model is {{W40kKeyword|INFANTRY}} and didn&#039;t move during the previous Movement Phase&lt;br /&gt;
** If the firing model is a {{W40kKeyword|TERMINATOR}}, {{W40kKeyword|BIKER}} or {{W40kKeyword|HELBRUTE}}.&lt;br /&gt;
***While useful for nearly every other Marine army, do remember that your Bolters are standardly AP-2. Making you better than Fire Warriors but at worse Strength.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
*&#039;&#039;&#039;Aetherstride&#039;&#039;&#039;: Your warlord can advance and charge in the same turn, and can re-roll failed charge rolls. Great for a Daemon Prince focused on self-buffing and Warptime. Remember that advancing changes your movement characteristic for the movement phase. Warp time is specifically worded in a way that you move &#039;as if its the movement phase&#039; meaning that you move again at that speed. &lt;br /&gt;
*&#039;&#039;&#039;Arrogance of Aeons&#039;&#039;&#039;: Re-roll failed Deny the Witch tests you take for the Warlord. When facing enemy psykers, this is great.&lt;br /&gt;
*&#039;&#039;&#039;High Magister&#039;&#039;&#039;: Add 1 to any psychic tests for your warlord. The go-to for any Exalted/Terminator Sorcerer.&lt;br /&gt;
*&#039;&#039;&#039;Lord of Forbidden Lore&#039;&#039;&#039;: The warlord knows 1 additional psychic power. In most armies this would be kind of iffy, but in your case you have so many powers to choose from that this is a viable option. This is Magnus the Red&#039;s mandatory warlord trait. &lt;br /&gt;
**Note that the trait &#039;&#039;does not&#039;&#039; specify a Lore, so you can use this for cross-access powers, but still only applies within our three base choice. Otherwise it would be...insane. (Steeples fingers and cackles while looking at Lores from other armies).&lt;br /&gt;
*&#039;&#039;&#039;Otherworldly Prescience&#039;&#039;&#039;: Improve your warlord&#039;s invulnerable save by 1, to a maximum of 3++. Did I hear someone say &amp;quot;Daemon Prince with a Storm Shield&amp;quot;? This is Ahriman&#039;s mandatory warlord trait.&lt;br /&gt;
*&#039;&#039;&#039;Undying Form&#039;&#039;&#039;: -1 to all damage taken (minimum 1). An alternative for your Daemon Prince if you expect to face lots of D3 and D2 weaponry.&lt;br /&gt;
&lt;br /&gt;
==Stratagems==&lt;br /&gt;
These help to reflect the unique (and not so unique) tactics and strategies used by the Thousand Sons on the battlefield:&lt;br /&gt;
&lt;br /&gt;
===Codex Chaos Space Marine Copy-Pastes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Your bread and butter stratagems reprinted from Codex:Chaos Space Marines. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blasphemous Machines (1 CP):&#039;&#039;&#039; Use before a vehicle attacks in the shooting phase. Until the end of the phase, that vehicle can ignore the penalties for moving and firing heavy weapons or for advancing and firing assault weapons.&lt;br /&gt;
*&#039;&#039;&#039;Boon of Tzeentch (1 CP):&#039;&#039;&#039; The infamous boon table returns, now on 2d6 and triggered after a non-{{W40kKeyword|DAEMON}} (note that this means putting your Sorcerers on Discs will deny you access to this Stratagem) {{W40kKeyword|THOUSAND SONS CHARACTER}} kills any {{W40kKeyword|CHARACTER}}, {{W40kKeyword|VEHICLE}}, or {{W40kKeyword|MONSTER}} in the Fight phase. A single {{W40kKeyword|CHARACTER}} can benefit from it multiple times, and duplicates turn into 7. Notably, the benefits you get differ from the ones in the vanilla codex.&lt;br /&gt;
**2: Spawndom. Replace your character with one of the gribbly things, set up within 6&amp;quot; of his former position and 1&amp;quot; away from enemy models.&lt;br /&gt;
**3: All of the character&#039;s ranged weapons get a 6&amp;quot; range boost.&lt;br /&gt;
**4: +3 movement&lt;br /&gt;
**5: 6+ FNP save or +1 if you already have this ability&lt;br /&gt;
**6: +1 to psychic tests&lt;br /&gt;
**7: Pick any result other than Spawndom or Daemonhood.&lt;br /&gt;
**8: Enemies targeting this character get -1 to hit rolls in the Fight phase.&lt;br /&gt;
**9: +1 to damage of melee weapons.&lt;br /&gt;
**10: +1 T&lt;br /&gt;
**11: +1 W&lt;br /&gt;
**12: Daemonhood. As Spawndom, but replace the character with a Daemon Prince of Tzeentch instead.&lt;br /&gt;
*&#039;&#039;&#039;Chaos Familiar (1CP):&#039;&#039;&#039; Use at the start of your Psychic Phase; a {{W40kKeyword|THOUSAND SONS PSYKER}} can swap one power known for another from the Dark Hereticus, Tzeentch, or change disciplines. Notably better than the vanilla one available to the Chaos codex due to having three disciplines to choose from. As always, great for giving your Aspiring Sorcerer&#039;s something that isn&#039;t a debuffed Smite. The wording also allows you to switch into a power from any of the 3 spell lists, even if they normally could not take a spell from it.&lt;br /&gt;
*&#039;&#039;&#039;Daemonforge (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|THOUSAND SONS DAEMON VEHICLE}} in either the Shooting or Assault phase. You can re-roll all failed to hit and to wound rolls for the rest of the phase. A Forgefiend is now scary again and a Tendril Maulerfiend can do some serious shredding. &lt;br /&gt;
*&#039;&#039;&#039;Fire Frenzy (1 CP):&#039;&#039;&#039; Use on a {{W40kKeyword|THOUSAND SONS}} Helbrute unit that did not move this turn. It may fire all its weapons twice, but can only target the nearest visible enemy unit. Another CSM Stratagem and quite good. Consider a Helbrute with two gun arms to take advantage of this.&lt;br /&gt;
*&#039;&#039;&#039;Great Sorcerer (1CP):&#039;&#039;&#039; Use at the end of your Psychic phase; a {{W40kKeyword|THOUSAND SONS PSYKER}} can attempt to manifest one additional power.&lt;br /&gt;
*&#039;&#039;&#039;Killshot (1 CP):&#039;&#039;&#039; Use in the shooting phase if you have a Predator within 6&amp;quot; of 2 other Predators. Add 1 to the wound roll and damage for all of the Predators&#039; attacks against Monsters and Vehicles. Again, the same as CSMs and regular Space Marines by extension.&lt;br /&gt;
**Now only effects baseline Predators, not Hellforged ones. Probably hard to coordinate fire with a shrieking daemon, but it still sucks to not have.&lt;br /&gt;
*&#039;&#039;&#039;Linebreaker Bombardment (1 CP):&#039;&#039;&#039; Use in the shooting phase if you have a Vindicator within 6&amp;quot; of 2 other Vindicators from the same Legion. None of them can shoot their Demolisher Cannons. Instead, pick a spot within 24&amp;quot; of all three, and roll a D6 for each unit within 3&amp;quot;, adding 1 if the unit has 10+ models and subtracting 1 if it&#039;s a Character. On a 4+, the unit takes 3D3 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Veteran of the Long War (1 CP):&#039;&#039;&#039; Select a {{W40kKeyword|THOUSAND SONS INFANTRY}} unit. They add 1 to all their to wound rolls for the rest of the phase. Works wonders with Scarab Occult Terminators or Rubric Marines, especially in conjunction with Prescience. Note that you can use this in both the Shooting and Fight phases, meaning you can really catch your opponent unaware with your blob of Tzaangors.&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Thousand Sons Codex Uniques===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Your unique stratagems to distinguish the army: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Baleful Vortex (1 CP):&#039;&#039;&#039; Pick a Mutalith Vortex Beast. It can use another power this turn.&lt;br /&gt;
*&#039;&#039;&#039;Cabalistic Focus (1 CP):&#039;&#039;&#039; +2 to a casting roll for a {{W40kKeyword|THOUSAND SONS PSYKER}} within 6″ of at least 2 other {{W40kKeyword|THOUSAND SONS PSYKER}}. Lend Magnus your energy! Too sad it is only for ONE cast and not the whole phase, so choose wisely.&lt;br /&gt;
**Use when magnus is casting his Smite for a much better chance at nailing something with 2D6 mortal wounds.&lt;br /&gt;
*&#039;&#039;&#039;Coruscating Beam (3 CP):&#039;&#039;&#039; use during shooting if you have a thousand sons warlord that did not move. Instead of shooting with the warlords weapon, pick two points that are 9&amp;quot; apart and visible to the warlord. Draw a 1 millimeter wide line between the two points and roll a d6 for each unit the line crosses (-1 if it&#039;s a {{W40kKeyword|CHARACTER}}). On a 4+, deal 1d3 mortal wounds. You probably won&#039;t bother with this one, it&#039;s extremely underwhelming for its cost, definitely needs a buff.&lt;br /&gt;
*&#039;&#039;&#039;Cycle of Slaughter (2 CP):&#039;&#039;&#039; Choose a {{W40kKeyword|TZAANGOR}} unit at the end of the Fight phase, it can fight again. This works on all Tzaangor units whether its a big group of footsloggers or a flerd of enlightened getting two rounds of +1 damage on their divining spears. &lt;br /&gt;
**Note that while this is a Tzaangor-only stratagem, it also costs 1 CP less than similar stratagems from other armies, such as Grey Knights&#039; Honor the Chapter, which lets you save CP for other things.&lt;br /&gt;
*&#039;&#039;&#039;Fated Mutation (1 CP):&#039;&#039;&#039; Just before a unit of Chaos Spawn fights in the Fight Phase, you can choose the result of the &#039;&#039;Mutated Beyond Reason&#039;&#039; ability, rather than rolling for it. In addition you can also reroll the number of attacks each model makes during that phase.&lt;br /&gt;
*&#039;&#039;&#039;Inferno Bolts (1 CP):&#039;&#039;&#039; use before the battle. select one Thousand Sons vehicle. One of its combi-bolter, combi-melta, combi flamer, or twin heavy bolters gets an upgrade. Its AP becomes -2 for the bolter part of the weapon. Not bad on a Land Raider. Sadly also not too good on a LR, as you pay 1 CP for AP- 2 on your twin-heavy bolter instead of -1...&lt;br /&gt;
*&#039;&#039;&#039;Relics of the Thousand Sons (1/3 CP)&#039;&#039;&#039; Your standard relic stratagem. 1 Point nets you an additional relic. 3 Points nets you two.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Pact (1 CP):&#039;&#039;&#039; Use this stratagem when a {{W40kKeyword|Thousand Sons Character}} attempts to summon a unit of {{W40kKeyword|Tzeentch DAEMONS}} to the battlefield using a daemonic ritual. You can roll up to four dice, and your character will not suffer any mortal wounds for rolling doubles or triples. Fuck knows what happens if you roll quadruples.&lt;br /&gt;
*&#039;&#039;&#039;Soul Flare (1 CP):&#039;&#039;&#039; Use when a Thousand Son Aspiring Sorcerer or Scarab Occult Sorcerer is slain. Roll a d6 for each enemy unit within 6&amp;quot; and subtract 2 if the unit is a character. On a 4+, cause a mortal wound. Very situational, but potentially useful if your Rubric Marines or Scarab Terminators get swamped.&lt;br /&gt;
*&#039;&#039;&#039;The Flesh Change (1 CP):&#039;&#039;&#039; At the start of any phase, pick a {{W40kKeyword|THOUSAND SONS CHARACTER}}... they die. But you now set up a free Chaos Spawn within 6&amp;quot; of the fallen character and 1&amp;quot; away from an enemy model. The Stratagem explicitly says this does not cost reinforcement points in matched play. On paper this sounds like garbage, but it also says &amp;lt;u&amp;gt;any phase&amp;lt;/u&amp;gt; so presumably you can use it in the opponent&#039;s phase too.&lt;br /&gt;
*&#039;&#039;&#039;Vengeance for Prospero (1 CP):&#039;&#039;&#039; use this stratagem before fighting. For the rest of the turn, the units Death to the False Emperor triggers on a 4+ instead of a 6+ if targeting {{W40kKeyword|SPACE WOLVES}}.&lt;br /&gt;
*&#039;&#039;&#039;Warpflame Gargoyles (1 CP):&#039;&#039;&#039; Any {{Template:W40kKeyword|VEHICLE}} (but not a {{W40kKeyword|HELBRUTE}} or Heldrake) can roll a D6 for each other unit within 3&amp;quot; &#039;&#039;(friend or foe)&#039;&#039; at the start of a Fight Phase, subtracting two if the unit being rolled for is a {{W40kKeyword|VEHICLE}} or {{W40kKeyword|CHARACTER}}. On a result of a 4+, the unit suffers D3 mortal wounds. &lt;br /&gt;
** Great on any of your melee vehicles like Maulers and properly built Defilers. There&#039;s nothing like the feeling of giant demonic monstrosity burning everything around it as it rips apart your enemies.&lt;br /&gt;
*&#039;&#039;&#039;Webway Infiltration (1/3 CP):&#039;&#039;&#039; Do the Eldar thing, and deep strike ANY {{W40kKeyword|THOUSAND SONS INFANTRY}} unit from the webway, arriving more than 9&amp;quot; from the enemy. Can spend three points to deep strike two units instead.&lt;br /&gt;
**Use on a Tzaangor unit with Brayhorn (+1 charge), cast Gaze of Fate, keep a CP for additional reroll and enjoy your turn &amp;lt;s&amp;gt;1&amp;lt;/s&amp;gt; 2 charge (GW hates turn 1 deepstrikes... unless you bought Drop Pods, apparently).&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Psychic Awakening: Ritual of the Damned===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
Supplemental stratagems from Psychic Awakening to further distinguish the army: &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Adepts of the Immaterium (1 CP):&#039;&#039;&#039; Use this Stratagem if a {{W40kKeyword|THOUSAND SONS PSYKER}} from your army would suffer Perils of the Warp. That {{W40kKeyword|PSYKER}} does not suffer Perils of the Warp.&lt;br /&gt;
*&#039;&#039;&#039;Indomitable Foes (1 CP):&#039;&#039;&#039;Use this Stratagem when a {{W40kKeyword|RUBRIC MARINES}} unit or {{W40kKeyword| SCARAB OCCULT TERMINATORS}} unit from your army is chosen as the target of an attack. Until the end of the phase, improve that unit&#039;s invulnerable save by 1 (to a maximum of 3+).&lt;br /&gt;
*&#039;&#039;&#039;Infernal Fusillade (1 CP):&#039;&#039;&#039;when {{W40kKeyword| RUBRIC MARINES}} or {{W40kKeyword|SCARAB OCCULT TERMINATORS|}} unit from your army is chosen to shoot in your shooting phase. Until the end that phase, models in that unit can shoot twice with Rapid Fire weapons if that unit did not move this turn.&lt;br /&gt;
*&#039;&#039;&#039;Magister (1 CP):&#039;&#039;&#039; Use this Stratagem before the battle, after nominating your Warlord. Select one {{W40kKeyword|THOUSAND SONS CHARACTER}} model from your army that is not your Warlord and determine one Warlord Trait for it, it is regarded as your Warlord for the purposes of those Warlord Traits. Each Warlord trait in your army must be unique (if randomly generated, re-roll duplicated results). You can only use this Stratagem once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Risen Rubricae (1 CP):&#039;&#039;&#039; Use this Stratagem when you set up a {{W40kKeyword|RUBRIC MARINES}} unit from your army during deployment. That unit can be set up anywhere on the battlefield that is more than 9&amp;quot; away from the enemy deployment zone and any enemy models. You can only use this Stratagem once per battle.&lt;br /&gt;
*&#039;&#039;&#039;Sorcerous Infusion (1 CP):&#039;&#039;&#039; Use this Stratagem after resolving a psychic power manifested by a {{W40kKeyword|THOUSAND SONS}} model from your army, if the result of the Psychic test for that power was 9 or higher. If that model&#039;s unit contains any models that have lost any wounds,  select one of those models to regain up to D3 lost wounds. Otherwise , if any models in that unit have been destroyed, you can return one of those models to the battlefield with all of its wounds remaining, placing it in unit coherency. &lt;br /&gt;
*&#039;&#039;&#039;Yoked Automata (2 CP):&#039;&#039;&#039; Use this Stratagem at the end of your opponent&#039;s Charge phase. Select one enemy unit that finished a charge move within 1&amp;quot; of any {{W40kKeyword|THOUSAND SONS CHARACTER}} (other than a {{W40kKeyword|TZAANGOR}} unit) from your army that phase, one {{W40kKeyword|RUBRIC MARINES}} or {{W40kKeyword|SCARAB OCCULT TERMINATORS}} unit from your army that is within 12&amp;quot; of that enemy unit, and not within 1&amp;quot; of any enemy units can perform a Heroic Intervention as if were a {{W40kKeyword|CHARACTER}}, and when doing so can move up to 2D6&amp;quot; instead of up to 3&amp;quot;. That unit from your army must end that move within 1&amp;quot; of that enemy unit and not within 1&amp;quot; of any other enemy units, other it does not move.&lt;br /&gt;
&amp;lt;/div&amp;gt; &amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Tactical Objectives==&lt;br /&gt;
;11 - Ritual Slaughter&lt;br /&gt;
: Score 1 VP if you destroy at least nine models at the end of the turn.&lt;br /&gt;
;12 - Psychic Supremacy&lt;br /&gt;
: 1 VP if you pass a Deny the Witch test during the turn. &lt;br /&gt;
;13 - Vengeance Long Awaited&lt;br /&gt;
: 1 VP if at least one enemy unit was destroyed, D3 VP if it was an {{W40kKeyword|IMPERIUM}} unit at the end of the turn.&lt;br /&gt;
;14 - Arcane Rites&lt;br /&gt;
: D3 VP if you hold at least one objective, while your opponent holds none at the end of the turn.&lt;br /&gt;
;15 - The Wrath of Magnus&lt;br /&gt;
: D3 VP if an enemy unit was destroyed during the psychic phase of the turn. Cue Smite spamming. &lt;br /&gt;
;16 - Power of the Cabal&lt;br /&gt;
: Score 1 VP (to a max of six VP) for every two psychic powers you have successfully manifested at the end of the turn. You&#039;re Thousand Sons: if you don&#039;t make at least 3 VP off of this, you&#039;re playing the wrong army.&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Weapons===&lt;br /&gt;
The Armoury of the Thousand Sons shares alot in common with the Chaos Space Marine and Loyalist armouries, with the Iconic Inferno Bolters and Soulreaper Cannons the stand-out exceptions.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A large, but not exhaustive, list of the various types of weaponry used by the the forces of the Thousand Sons; &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Autogun (0pts)&#039;&#039;&#039; - Now coming standard on Cultists, S3 D1 Rapid Fire with a 24&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Autopistol (0pts)&#039;&#039;&#039; - The other cultist option, a S3 D1 12&amp;quot; pistol.&lt;br /&gt;
*&#039;&#039;&#039;Baleflamer (20pts)&#039;&#039;&#039; - S6 AP-2 D6 2D auto-hits at 18 inches, so roughly the same as Torrent range. Allows you to avoid the Heldrake&#039;s mediocre ballistic skill.&lt;br /&gt;
*&#039;&#039;&#039;Battle cannon (0pts)&#039;&#039;&#039; - The former classic pie plate now rocks a Heavy D6 S8 AP-2 Damage D3 profile. Since you will likely only have one of these, namely on your centerpiece Defiler, consider focusing your command rerolls onto its D6 shots.&lt;br /&gt;
*&#039;&#039;&#039;Bolt pistol &amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;(0pts)&#039;&#039;&#039; - Your standard sidearm for most troops. Boltgun profile with halved range and Pistol 1 instead of Rapid Fire.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun &amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;(0pts)&#039;&#039;&#039; - The standard 40k infantry weapon, simple as ever with S4 Rapid Fire 1 and a 24&amp;quot; range. Now AP-0, which kinda sucks.&lt;br /&gt;
*&#039;&#039;&#039;Combi-weapons&#039;&#039;&#039; - All are bolters with another weapon strapped on. Under the new ruleset, you can use the other weapon as many times as you want. You can even fire both, though you take a -1 BS penalty if you do so. All of these cost precisely the same as the special weapon + 2 points. Allows your unit Champions to actually contribute to the shooting.&lt;br /&gt;
**&#039;&#039;&#039;Combi-bolter (2pts)&#039;&#039;&#039; - Literally 2 bolters in one, gaining Rapid Fire 2 rather than 1.&lt;br /&gt;
**&#039;&#039;&#039;Combi-flamer (8pts)&#039;&#039;&#039; - Being a combi-weapon means it can fire both modes in the same phase, but at -1 to hit. The flamer automatically hits. You work it out. Fantastic because you lose nothing over the Bolter but simply gain a lot of shots once you&#039;re in flamer range.&lt;br /&gt;
**&#039;&#039;&#039;Combi-melta (15pts)&#039;&#039;&#039; - The combi with the most different weapons. The melta is the star of the show, so just think it as that plus some anti-light ability. It&#039;s worth firing both parts against MEQ out of cover and lighter, but hit some big targets with it or it&#039;s a waste.&lt;br /&gt;
**&#039;&#039;&#039;Combi-plasma (11pts) &amp;lt;sup&amp;gt;Legends &amp;lt;/sup&amp;gt;&#039;&#039;&#039; - Can be fired safely, or overcharged; the latter of which should never be done on most units without the ability to reroll 1s somehow. The bolter part actually does less work than on a combi-melta, it doesn&#039;t do anything the plasma gun can&#039;t. A plasma gun that hits light infantry harder.&lt;br /&gt;
***NOTE: When you shoot both halves of combi-plasma on overcharge, even with the ability to re-roll 1&#039;s you can still be slain if you roll a 2. This is because the re-roll is done &#039;&#039;BEFORE&#039;&#039; the modifier to the roll is included, turning all of your 2&#039;s into 1&#039;s after the fact, thus slaying the model outright.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher cannon (0pts)&#039;&#039;&#039; - Your big-boom tank weaponry, sadly finds itself in a bit of a bad spot: Offering d6 shots and a very random d6 damage, this gun doesn&#039;t have enough shots to go after heavy infantry but might be good enough to hunt vehicles with a good roll.&lt;br /&gt;
*&#039;&#039;&#039;Ectoplasma cannon (20pts)&#039;&#039;&#039; - Heavy D3, S7, -3 AP, D3 damage. Considering Forgefiends have three of these babies and don&#039;t immediately kill themselves on a single 1 to hit, these are plenty scary. Arguably another way to bring Plasma into your army. However the Hades Auto-cannons are mathematically equal or superior (i.e. score more unsaved wounds) against every combination of toughness/save up to 8/2+.  On top of that they have more range.  So basically its a no-brainer -- only take this in place of the daemon jaws where its your only ranged option.&lt;br /&gt;
*&#039;&#039;&#039;Fatecaster Greatbow (2pts)&#039;&#039;&#039; - “Bows? In my 40k?” It’s more likely than you think. 24&amp;quot; Assault 2 S5 AP-1 D1.&lt;br /&gt;
*&#039;&#039;&#039;Flamer:&#039;&#039;&#039; D6 autohits at S4 for your cultists.&lt;br /&gt;
*&#039;&#039;&#039;Hades autocannon (20pts)&#039;&#039;&#039; - 36&amp;quot; Heavy 4 S8 AP-1 D2, higher range, strength and average damage than the Ectoplasma cannons at the cost of lower AP.  Strictly a better choice than the ectoplasma cannons, as they equal or outperform the ectoplasma cannons vs every combination of toughness/save up to 8/2+.  &lt;br /&gt;
*&#039;&#039;&#039;Havoc launcher (6pts)&#039;&#039;&#039; - It&#039;s a frag only missile launcher at +1 strength. A bit unreliable, but it makes your Rhinos into something resembling a battle tank.&lt;br /&gt;
*&#039;&#039;&#039;Heavy bolter (10pts)&#039;&#039;&#039; - Three shots with S5, AP-1 and great range. Will now finally be worth taking. Plus, they&#039;re a steal.&lt;br /&gt;
*&#039;&#039;&#039;Heavy flamer (14pts)&#039;&#039;&#039; - It&#039;s a flamer with +1S and -1AP. See Flamer. &lt;br /&gt;
*&#039;&#039;&#039;Heavy stubber (2pts)&#039;&#039;&#039; - Only 2 points, marginally useful for an objective-camping or deepstrike meatshield cultist squad. &lt;br /&gt;
*&#039;&#039;&#039;Heavy warpflamer (17pts)&#039;&#039;&#039; - AP -2 Heavy flamer. Carried by Scarab Occult Terminators. If you deepstrike them, you&#039;re out of flamer range. Replaces the ICB, not great, and you&#039;re better off with a SRC anyways.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute plasma cannon (16pts)&#039;&#039;&#039; - 36&amp;quot; Heavy D3 S8 AP-3 D2, each hit roll of 1 causes a mortal wound after all other shots have been resolved, generally better off taking the twin lascannon for the Helbrute, as it has longer range, more consistent shots, higher strength, higher AP, much higher potential damage output. The one caveat is that if you roll a 1 with the Plasma cannon and the Helbrute survives you get a free Crazed roll so it has the potential to cause more damage but it is much more inconsistent and probably still not worth it.  &lt;br /&gt;
*&#039;&#039;&#039;Hellfyre missile rack (15pts)&#039;&#039;&#039; -  Only available to Scarab Occult Terminators, 24&amp;quot; Heavy 2 S8 AP-2 Damage D3, Can now finally, &#039;&#039;finally&#039;&#039;, be fired in addition to the model&#039;s other weapons.&lt;br /&gt;
*&#039;&#039;&#039;Inferno bolt pistol (0pt)&#039;&#039;&#039; - An AP-2 bolt pistol that is for Exalted Sorcerers and Aspiring Sorcerers.&lt;br /&gt;
*&#039;&#039;&#039;Inferno boltgun (0pts)&#039;&#039;&#039; - The Rubrics&#039; standard gun, an AP-2 bolter. Costs nothing and is exclusive to them. A really nice gun, for the absolutely cheap price of nothing you get an AP -2 Bolter? Yes please!&lt;br /&gt;
*&#039;&#039;&#039;Inferno combi-bolter (3pts)&#039;&#039;&#039; - Same as the above but with twice the shots. Yes please.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon (25pts)&#039;&#039;&#039; - 48&amp;quot; Heavy 1 S9 AP-3 D6, probably one of the strongest heavy weapons in 8th ed with the chance to output a redonkulous amount of damage with really high AP. That said, you&#039;ll fume for every damage roll of 1 you make. But that&#039;s what Gaze of Fate is for, isn&#039;t it?&lt;br /&gt;
*&#039;&#039;&#039;Magma cutter (6pts)&#039;&#039;&#039; - Interestingly Magma cutters have now become a 6&amp;quot; pistol 1 at S8 AP-4 D3, meaning they have a tiny bit of range and can be used while your Maulerfiends are munching on tasty vehicles.&lt;br /&gt;
*&#039;&#039;&#039;Missile launcher (20pts)&#039;&#039;&#039; - Your Helbrute&#039;s only off-arm ranged option. Choose between Heavy D6 S4 AP0 D1 and Heavy 1 S8 AP-2 Damage D6 both at 48&amp;quot; range.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta (22pts)&#039;&#039;&#039; - It&#039;s a Meltagun with double the range 24&amp;quot; same profile as above.&lt;br /&gt;
*&#039;&#039;&#039;Plasma pistol (5pts)&#039;&#039;&#039; - Same as the Plasma gun except 12&amp;quot; pistol 1 instead of 24&amp;quot; rapid fire 1. Also has the ability to &#039;&#039;&#039;SUPERCHARGE&#039;&#039;&#039; for extra strength and damage but with the same risk of instant death. Since you can use them in melee and they&#039;re only 5 points, they might finally be worth taking now.&lt;br /&gt;
**When deciding whether or not you want to up-gun your sorcerer, you&#039;ll be choosing between this and the warpflame pistol. What it really comes down to is if you value the range plus the overcharge shot or not. But on average the warpflame pistol does way more damage unless the plasma pistol is being fired at a 2+ wound model, so keep that in mind.&lt;br /&gt;
*&#039;&#039;&#039;Predator autocannon (40pts)&#039;&#039;&#039; - Thankfully much improved. Similar to the Autocannon except Heavy &#039;&#039;&#039;2D3&#039;&#039;&#039; &#039;&#039;and&#039;&#039; an extra 1 Damage. That means on average double the fire rate and triple the total damage. Comes stock on the Predator but can be swapped for the (also improved) Twin lascannon.&lt;br /&gt;
*&#039;&#039;&#039;Reaper autocannon (10pts)&#039;&#039;&#039; - 36&amp;quot; heavy 4 S7 AP-1 &#039;&#039;&#039;D1&#039;&#039;&#039;, Deffy comes stock with one of these, usually used after the Battle cannon to try and pick off any survivors. Note the reaper version of the autocannon only does 1 damage per wound and is really just a glorified 4 shot Hv-Bolter given how the strength and toughness chart works in this edition. &lt;br /&gt;
*&#039;&#039;&#039;Shotgun (0pts)&#039;&#039;&#039; - 12&amp;quot; assault 2 S3 AP0 D1, if the target is within half range it gets +1 strength. Carried only by cultist champions.&lt;br /&gt;
*&#039;&#039;&#039;Soulreaper cannon (10pts)&#039;&#039;&#039; - Exclusive to Rubric Marines and Scarab Occult Terminators, This bad boy is a 24&amp;quot; Heavy 4 S5 AP-3 D1 dakka cannon. Since the only two units that can bring it ignore the penalties to moving and shooting with heavy weapons, it&#039;s essentially a shorter range, higher AP heavy bolter that you can run up the field to your heart&#039;s content. For just as many points as a Heavy Bolter, it&#039;s also a steal.&lt;br /&gt;
*&#039;&#039;&#039;Twin heavy bolter (17pts)&#039;&#039;&#039; - 36&amp;quot; Heavy 6 S5 AP-1 D1. Mathematically, twice as good as a regular heavy bolter for less than twice the price.&lt;br /&gt;
*&#039;&#039;&#039;Twin heavy flamer (28pts)&#039;&#039;&#039; - Still has some of the issues of the standard flamer, but the extra dakka (2d6 hits) does come a long way to upping the hoard mulching potential for these.&lt;br /&gt;
*&#039;&#039;&#039;Twin lascannon (40pts)&#039;&#039;&#039; - Take 1 Lascannon and double-up on them, Heavy 2 instead of Heavy 1 but otherwise identical to regular lascannons.&lt;br /&gt;
*&#039;&#039;&#039;Warp Bolter (3pts)&#039;&#039;&#039; - 24&#039; Assault 2 S4 AP-1 D2. Exclusive to the Index daemon prince. &lt;br /&gt;
*&#039;&#039;&#039;Warpflame pistol (3pts)&#039;&#039;&#039; - Flamer Pistol with massive AP, meaning you can inflict a bunch of auto-hits even in melee. Cheap as shit. &lt;br /&gt;
*&#039;&#039;&#039;Warpflamer (8pts)&#039;&#039;&#039; - An AP-2 Flamer exclusive to Rubric Marines. The last word in overwatch scenarios. Costs half of the Rubric carrying it, so might be worth it to include one or two in a squad. Murderous in Narrative play though, where Wargear has no cost.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A large, but not exhaustive, list of the various types of melee weaponry used by the the Thousand Sons:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Blade of Magnus&#039;&#039;&#039; - Magnus&#039;s big beatstick. Gives big red X2 strength, AP-4 and 3 damage, as well as turning slain characters into a spawn that you still have to pay for in matched play.  Good weapon with a REALLY bad effect. Never pay for a chaos spa-whanoblblblblnfkjsdn, in matched play, it’s a waste of points.&lt;br /&gt;
*&#039;&#039;&#039;Brutal assault weapon&#039;&#039;&#039; - Cultist melee weapon that gives them an additional close combat attack; free sidegrade to make classic choppy cultists.&lt;br /&gt;
*&#039;&#039;&#039;Chainsword&#039;&#039;&#039; - Now a bit more than just a close combat weapon, gives an additional attack using its profile if you have one on you. Not bad for dual wielding. If you have two, you do indeed get two extra attacks.&lt;br /&gt;
*&#039;&#039;&#039;Daemon jaws&#039;&#039;&#039; - The dino-head of the Forgefiend if you don&#039;t have the Plasma-Head. AP-1, D2.&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince Weapons&#039;&#039;&#039; - All of these have the same cost.&lt;br /&gt;
**&#039;&#039;&#039;Daemonic axe&#039;&#039;&#039; - -1 to hit, S+1 AP-3 D3.  &#039;&#039;Never&#039;&#039; take this - it only beats a second set of talons against T8/2+/5++ or worse, which is incredibly niche.&lt;br /&gt;
**&#039;&#039;&#039;Hellforged sword&#039;&#039;&#039; - SUser AP-2 D3.  &#039;&#039;Never&#039;&#039; take this - a second set of talons costs the same amount for the same damage output, but does it with attacks, not damage, which is better against hordes.&lt;br /&gt;
**&#039;&#039;&#039;Malefic talons&#039;&#039;&#039; - SUser AP-2 D2, makes 1 additional attack; your Daemon Prince comes with one stock for free.  The second one, which costs the same amount as the other options, adds another 2 additional attacks (3 total).&lt;br /&gt;
***As a result, this is &#039;&#039;always&#039;&#039; better than a sword and &#039;&#039;almost always&#039;&#039; better than an axe, so it should be your automatic choice.&lt;br /&gt;
*&#039;&#039;&#039;Defiler claws&#039;&#039;&#039; - Deffy doesn&#039;t suffer -1 to hit when he give you 6 wounds to the face.&lt;br /&gt;
*&#039;&#039;&#039;Defiler scourge&#039;&#039;&#039; - Deffy DOES get 3 extra attacks with this if he&#039;s got one. This will get you 3x S12 AP-2 3Dam on top of his 3 claw attacks. &lt;br /&gt;
*&#039;&#039;&#039;Disc of Tzeentch&#039;s blades&#039;&#039;&#039; - 1 additional S4 attack. &lt;br /&gt;
*&#039;&#039;&#039;Divining Spear&#039;&#039;&#039; - S+1 AP-1 D1 but is increased to D2 on the charge.&lt;br /&gt;
*&#039;&#039;&#039;Force weapons&#039;&#039;&#039; - Effectively the same as a power weapon but with D3 damage. And all that without having to forego using other powers.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute fist&#039;&#039;&#039; - S:x2 AP:-3 D:3 just like a Thunder Hammer, but you don&#039;t have -1 to the attack roll.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute hammer&#039;&#039;&#039; - The other Helbrute option, Sx2 AP-4 and d6 damage, but imposes a -1 to hit penalty. Overall, the fist is much more reliable.&lt;br /&gt;
*&#039;&#039;&#039;Heldrake claws&#039;&#039;&#039; - S:User with AP-1 and d3 damage and +1 to hit against flyers. You have to take them on your &#039;drakes. Use them to shred through some hapless character in the enemy backline. &lt;br /&gt;
*&#039;&#039;&#039;Hideous mutations&#039;&#039;&#039; - The Spawn&#039;s claws and tentacles. Very respectable at AP-2 and 2 damage.&lt;br /&gt;
*&#039;&#039;&#039;Lasher tendrils&#039;&#039;&#039; - The Maulerfiend&#039;s other option. Gives 6 extra attacks at AP-2 D2 to shred your way through any infantry you encounter. &lt;br /&gt;
*&#039;&#039;&#039;Maulerfiend fists&#039;&#039;&#039; - Powerfist without the -1 to hit and with a flat 3 damage. &lt;br /&gt;
*&#039;&#039;&#039;Mechatendrils&#039;&#039;&#039; - Gives the Warpsmith two extra basic melee attacks.&lt;br /&gt;
*&#039;&#039;&#039;Power scourge&#039;&#039;&#039; - Grants 3 additional attacks with this weapon, which hits at AP-2 and 2 damage. Helbrute with a Power Fist + Power Scourge? 5 Fist attacks, 3 Scourge attacks.&lt;br /&gt;
*&#039;&#039;&#039;Power weapons&#039;&#039;&#039; - Got a general reshuffling this edition, with each option getting changed to make it generally more balanced.&lt;br /&gt;
**&#039;&#039;&#039;Power maul&amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - S+2 AP-1. Packs a punch in general, but is especially effective against GEQs, these also do well against armies like Harlequins who have an army-wide invulnerable save yet are still terribly squishy.&lt;br /&gt;
**&#039;&#039;&#039;Power axe&amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - S+1, AP-2. Lost the unwieldy rule and is all the better for it, even if these are slightly more expensive than the other 2. These are now a jack of all trades and make a good fit for &amp;quot;take all comers&amp;quot; armies.&lt;br /&gt;
**&#039;&#039;&#039;Power sword&#039;&#039;&#039; - S User, AP-3. Focused entirely on armour penetration, these are good at facing MEQs and completely strip armour from GEQs, however these become a terrible choice against invulnerable saves. &lt;br /&gt;
**&#039;&#039;&#039;Power fist&amp;lt;sup&amp;gt;Legends&amp;lt;/sup&amp;gt;&#039;&#039;&#039; - Sx2, AP-3, D3 damage. Lost the unwieldy rule like the axe, however it has a -1 to hit now. However it still packs a solid punch of d3 damage. Helbrute Power Fist ignores the -1 to hit and does a flat 3 damage per swing.&lt;br /&gt;
*&#039;&#039;&#039;Tzaangor blades&#039;&#039;&#039; - Chainswords with AP-1. Amazing.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Relics===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Despite ten millenia of conflict the Thousands sons aren&#039;t keen to let loose their entire armouries of rare and powerful artefacts onto the battle field. Those relics that do get to leave the halls of Tizca, can be found here:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Athenaean Scrolls:&#039;&#039;&#039; If you roll a double when making a successful Psychic test for the bearer, your opponent cannot attempt to Deny the Witch or &#039;&#039;attempt&#039;&#039; to &#039;&#039;negate&#039;&#039; the power by any means (stuff that makes casting harder without negating still works, like debuffs to psyker tests from e.g. Shadow in the Warp, and the wording seems to imply passive negation will also work, as is the case with Sisters of Silence). You can still suffer Perils, and if you die from Perils, the power does not go off. Totally useless if the enemy cannot deny in any way. Even if they have psykers or other denial, because most denial is on 2d6+0 (average 7), it&#039;s most useful when you can cast powers on double 3s (Smite, Temporal Manipulation and Weaver of Fates from Change, everything from Dark Hereticus that isn&#039;t Death Hex or Prescience, and Gaze of Fate and Flickering Flames from Tzeentch) or, even better, double 2s (Sorcerer in Terminator Armor with a Familiar, Smite, Infernal Gaze, Flickering Flames), but even in the latter case, it will only increase your odds of casting through a denial attempt from about 74% to about 77%.  &#039;&#039;Far&#039;&#039; too niche for general use (that Sorcerer would actually usually be better off with a Prismatic Staff, if you did take him), but if you make a list totally reliant on a psyker (especially one with limited choices, like a Daemon Prince of Tzeentch) pulling a power off (like Warptime), can be a justified use of Relics of the Thousand Sons if you find yourself facing a denial-heavy list.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Coruscator:&#039;&#039;&#039; Replaces an inferno bolt pistol, meaning it can only be taken by a Sorcerer/Exalted Sorcerer variant, tripling its rate of fire and improving its damage by slightly less than 1, statistically: Pistol 3 R12 S4 AP-2 D1d3; as with most pistol relics, it&#039;s seldom worth it.  It&#039;s unquestionably strictly better than the stock weapon, because of the tripled rate of fire, and against anything with 3 or more wounds, doubled damage, giving you six times the normal output - but that&#039;s 6 times better than a weapon that started out pretty worthless, so it faces pretty strong competition; the Helm of the Third Eye and the Dark Matter Crystal are both usually better, so for almost any army and almost any matchup, this is worth neither your free relic slot nor the CP it would cost to bring it as an additional.  Still, it&#039;s easier to find a spot for it than the Seer&#039;s Bane.&lt;br /&gt;
**Alternate take:  this is the one relic that is a flat damage buff.  Nothing tricky or situational, and as a pistol it can even be fired into combat. It&#039;s just raw bonus damage for a unit that&#039;s getting stuck in, which is sometimes just what you need.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dark Matter Crystal:&#039;&#039;&#039; Once per battle, at the end of your movement phase, you can select the bearer or a {{W40Kkeyword|Thousand Sons Infantry}} unit within 12&amp;quot; of the bearer and redeploy it anywhere on the battlefield more than 9&amp;quot; from enemy models, even if it was previously locked in combat. The chosen unit does not count as falling back if they were within 1&amp;quot; of an enemy. Your Daemon Prince Warlord will love this (as long as he&#039;s the bearer - if someone else is, he isn&#039;t a valid target), but it&#039;s absolutely excellent in general.  Remember, it &#039;&#039;won&#039;t&#039;&#039; work on any of your fast attack, heavy, flyer, or lord of war choices, but will work just fine on any of your Troops, Flamers, or Terminators.&lt;br /&gt;
*&#039;&#039;&#039;Helm of the Third Eye:&#039;&#039;&#039; If your army is &#039;&#039;Battle-forged&#039;&#039; &#039;&#039;&#039;and&#039;&#039;&#039; the bearer is on the battlefield, each time your opponent uses a stratagem, roll a die: on a 5+, you gain 1 CP. This has the potential to be extremely useful, but also has the chance to do absolutely nothing. As long as you manage to keep the bearer alive, chances are high you will get at least 1 free CP from it. Also very useful against armies like Imperial Guard who love to throw out stratagem after stratagem.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Prismatic Staff:&#039;&#039;&#039; Replaces a force staff, is a force staff. The bearer can shoot and charge in the same turn that they fall back. Because you can already fall back and shoot with anything with {{W40Kkeyword|FLY}}, you&#039;ll get the most ranged bang for your buck on a Sorcerer in Terminator Armor, or you can put it on a Sorcerer/Exalted Sorcerer on Disc, Tzaangor Shaman, or Jump Sorcerer for the melee.&lt;br /&gt;
*&#039;&#039;&#039;Seer&#039;s Bane:&#039;&#039;&#039; Replaces a force sword or power sword, is a force sword, and the user&#039;s strength is doubled when targeting a psyker or any units that include any models with a leadership characteristic of 9 or higher.  Like the Scrolls, this is too niche for general use, but a reasonable choice for the Relics of the Thousand Sons stratagem, if you are facing an army heavy in the units it works against, like Ultramarines (it procs on every Ultramarines unit, so long as the sergeant is alive) or Necrons.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Psychic Powers==&lt;br /&gt;
Being the premier Sorcerers of 40K, the Thousand Sons get a whopping three disciplines to use (plus more based on their Cult). Whether you want to shit out mindbullets, buff allies, debuff enemies, or any combination of the above, the Thousand Sons will have it covered. Listed based on your random generation rolls:&lt;br /&gt;
&lt;br /&gt;
===Dark Hereticus Discipline===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A slightly retooled version of the Psychic Discipline found in Chaos Space Marines.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Infernal Gaze (Warp Charge 5):&#039;&#039;&#039;  Pick an enemy unit within 18&amp;quot; (24&amp;quot; with BoS) to have a staring contest with and roll 3 dice; any results of a 4+ cause a mortal wound. While not as spammable and reliable as &#039;&#039;Smite&#039;&#039;, it can target specific enemy units rather than just the closest.&lt;br /&gt;
#&#039;&#039;&#039;Warptime (Warp Charge 6):&#039;&#039;&#039;  Pick a friendly Chaos Marine unit within 3&amp;quot; (9&amp;quot; with BoS); that unit can immediately move as though it were the movement phase. Can&#039;t be applied more than once in a turn. Still FANTASTIC. Even better for the Thousand sons than other CSM legions as their legion trait lets you cast the spell from further away. Units moved with this power still suffer -1 to BS for moving with Heavy Weapons.&lt;br /&gt;
#*Note: FAQ states that units that arrive from reserves or have been relocated cannot move except when piling-in or charging.&lt;br /&gt;
#&#039;&#039;&#039;Prescience (Warp Charge 7):&#039;&#039;&#039;  Pick a friendly Chaos Marine unit within 18&amp;quot; (24&amp;quot; with BoS); that unit adds 1 to their hit rolls (shooting and close combat) until the next psychic phase. Tougher than the others to pull off, but rightfully so, as this power can be a tremendous force multiplier for your army. However, do not cast this power on any unit that already hits on a 2+, unless it is carrying a lot of plasma and you&#039;re very determined to keep it alive through overcharging. You will be wasting the effect since a to hit roll of 1 always fails to hit, regardless of modifiers. &lt;br /&gt;
#* Prescience provides greater gains in efficiency when cast on units with lower stats or a large number of shots, (e.g BS4+ becoming 3+ is an improvement of offensive output of 133%; BS3+ to BS2+ is 125%. Likewise, on units with better shooting attacks, the increased offensive output is more useful. Especially devastating on a unit that can both shoot and charge in the same turn, Such as Scarab Occult. As if you needed another reason to drop a Sorcerer behind them when they deepstrike.&lt;br /&gt;
#* Think about this in a close combat standpoint. Cast this on a blob of Tzaangors and that&#039;s a lot more hits. But on the flip side it&#039;s smart to cast this on units like your Scarab Occult Terminators as they will hit on a 2+ in shooting and close combat as well as get DttFE on a 5+. Or if you&#039;re feeling really mean throw this on Magnus and see any high wound and high toughness imperium unit cry as he wipes an entire unit per turn&lt;br /&gt;
#&#039;&#039;&#039;Death Hex (Warp Charge 8):&#039;&#039;&#039;  Target an enemy unit within 12&amp;quot; (18&amp;quot; with BoS) - they cannot take invulnerable saves. There is a very crucial difference between Death Hex and Null Zone; Null Zone is a 6&amp;quot; bubble around the psyker, whereas Death Hex has a longer range that the Sons extend even further and can choose a specific target, which arguably makes it much more flexible. Since you&#039;re only unable to target characters in the Shooting phase, you can strip Girlyman or Cawl or Celestine of their invuln save and then rip them to pieces in close combat. &lt;br /&gt;
#&#039;&#039;&#039;Diabolic Strength (Warp Charge 6):&#039;&#039;&#039;  Targeted model gains +2 strength, +1 attack. Magnus the Red can cast this, and is nasty as hell when he&#039;s under its effects.&lt;br /&gt;
#&#039;&#039;&#039;Gift of Chaos (Warp Charge 6):&#039;&#039;&#039;  Targets an enemy unit within 6&amp;quot; (12&amp;quot; with BoS). Roll a die. If you roll higher than the unit&#039;s highest toughness, it suffers d3+3 mortal wounds. If a Character is slain, add a Chaos Spa.... err, an unnameable beast to your army. Or use it on an enemy squad and turn 4 to 6 single wound models to slag with one spell.&lt;br /&gt;
#*This is diabolical if used right. In order to use it right, give the power to a sorcerer, put that sucker in terminator armor and deep strike him with other termies near the enemy&#039;s HQ and go to town, with BoS and a cheeky drop you can cast it the turn you arrive. unfortunately, the unspeakable costs points in matched play as per the rulebook FAQ.&lt;br /&gt;
#*Alternatively you could just stuff a vanilla Sorcerer into a Rhino to get him to an enemy character. Add a havoc launcher and/or rubrics to butter up whoever you&#039;re going for.&lt;br /&gt;
#*NOTE: This is only effective against low-toughness characters, so don&#039;t expect it to work on Space Marines or Orks. But against [[Imperial Guard|factions with important buffer characters]] or [[Dark Eldar|expensive low-toughness models]], it can shine.&lt;br /&gt;
#* No use against Marines or Orks? Having a 1/3 chance(5 or 6) of instantly murdering a Captain or Warboss sounds pretty damn worth a try. Plus, there&#039;s nothing more brutally, cruelly, dickishly satisfying than watching your opponents honorable Captain, Warboss, Farseer, or even named characters devolve into a heap of screeching, flailing, chaos-infused flesh.  &lt;br /&gt;
#* Don&#039;t you dare try this on Tyranid HQs. You will fail miserably.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discipline of Change===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A Psychic Discipline available to all Psykers in the Army. With the ability to change those used by Sorcerers leading Rubrics and Scarab Occult units you&#039;ll find yourself dipping into here often to replace Smite.  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Tzeentch&#039;s Firestorm (Warp Charge 7):&#039;&#039;&#039; Select an enemy unit within 18″ (24&amp;quot; with BoS) of the psyker and visible to him. Roll 9 dice, the enemy unit takes a Mortal Wound for each roll of a 6. More *FUN than Infernal Gaze, for the same 1.5 MW on average per activation, while being at +2 difficulty. Against low-toughness targets, Gift of Chaos will do MUCH more work, but Firestorm has triple the range even before Brotherhood of Sorcerers is factored in, and it can hurt T6+. *enjoyment may vary&lt;br /&gt;
#&#039;&#039;&#039;Boon of Mutation (Warp Charge 7):&#039;&#039;&#039; Select a friendly {{W40kKeyword|Thousand Sons}} &#039;&#039;&#039;Non-Daemon&#039;&#039;&#039; character within 3&amp;quot; (9&amp;quot; with BoS). Roll 2D6 and consult the chart on the Boon of Tzeentch stratagem to see which result applies to that character for the remainder of the game. It&#039;s the entire chaos boon table rolled into one spell without having to spend command points for the stratagem. This makes the chaos boon table actually worth checking as everything on the chart except for  double 1&#039;s will benefit the character somehow and you can save your command points for if you do end up rolling snake-eyes.&lt;br /&gt;
#&#039;&#039;&#039;Glamour of Tzeentch (Warp Charge 7):&#039;&#039;&#039; Target a friendly {{W40kKeyword|Thousand Sons}} unit within 12&amp;quot; (18&amp;quot; with BoS): enemies have -1 to hit rolls against that unit. Great for keeping a valuable unit (e.g. Magnus) alive. &lt;br /&gt;
#&#039;&#039;&#039;Doombolt (Warp Charge 9):&#039;&#039;&#039; Deals D3 Mortal Wounds, 18&amp;quot; (24&amp;quot; with BoS), the target also gets its movement halved for a turn, and it also can&#039;t advance. Expensive, but can utterly ruin a target&#039;s Movement phase, especially against very speedy armies that heavily rely on both advancing and charging to get in close.&lt;br /&gt;
#&#039;&#039;&#039;Temporal Manipulation (Warp Charge 6):&#039;&#039;&#039; Select a friendly {{W40kKeyword|Thousand Sons}} &#039;&#039;&#039;Model&#039;&#039;&#039; within 12&amp;quot; (18&amp;quot; with BoS) of the psyker, that model immediately heals D3 wounds. &#039;&#039;&#039;Just as planned, the god of change bestows us with a healing spell&#039;&#039;&#039;. The obvious choice is to use this to keep Magnus in peak form, however because it only specifies a T Sons model, you can also use this to heal your daemon engines, other characters, or your metal boxes.&lt;br /&gt;
#&#039;&#039;&#039;Weaver of Fates (Warp Charge 6):&#039;&#039;&#039; A {{W40kKeyword|Thousand Sons}} unit within 18&amp;quot; (24&amp;quot; with BoS) gets +1 to their invulnerable save (up to a maximum of 3++) or a 5++ invuln if they do not have one. Same as it always was, it just decided to... Change... its home.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Discipline of Tzeentch===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
A Psychic Discipline exclusive to Daemon Princes and Magnus. Other Psykers may take powers from this discipline through the use of the Chaos Familiar Stratagem.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#&#039;&#039;&#039;Boon of Change (Warp Charge 7):&#039;&#039;&#039; An ok, but not really power. Select a {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} unit within 18&amp;quot; (24&amp;quot; with BoS) and give it a mutation! D3 - 1 is +1 Attack, 2 is +1S, and 3 is +1T. Good for buffing up Magnus, a Daemon Prince, or one of your Daemon Engines. &lt;br /&gt;
#&#039;&#039;&#039;Bolt of Change (Warp Charge 8):&#039;&#039;&#039; A targeted Smite. However, auto-causes an enemy unit within 18&amp;quot; (24&amp;quot; with BoS) to take d3 Mortal Wounds! If you kill a character, it becomes a spawn! Also it says clearly in the codex that you have to pay reinforcement points for the spawn in competitive games, which is fucking stupid.&lt;br /&gt;
#&#039;&#039;&#039;Gaze of Fate (Warp Charge 6):&#039;&#039;&#039; If manifested, you can re-roll a single die roll later that turn. Free re-rolls are always useful and it does not eat a command point.&lt;br /&gt;
#&#039;&#039;&#039;Treason of Tzeentch (Warp Charge 8):&#039;&#039;&#039; Looks cool on paper; in practice, not so much. You can choose an enemy character within 18&amp;quot; (24&amp;quot; with BoS), except the enemy warlord. It is then yours for the Shooting, Charge and Fight phases! Edit: as well as beating the WC8 you must also then roll HIGHER than the target&#039;s leadership on 2 dice, considering that most Characters have a higher-than-average Leadership value, this power becomes vastly unreliable and a very rare sight.&lt;br /&gt;
#*Alternatively, if you have a decent number of LD-dropping factors in your force (mutalith vortex beasts cannot help, as they apply their debuff one phase too late, but some chaos allied units can) and the availability of a reroll, you can set up a rather easy grab. takes work and doesn&#039;t fit every list, but its doable in a pinch and can turn the game if you manage to take over the right target.&lt;br /&gt;
#*Fun Fact: IG Tank Commanders have the leadership of a basic guardsmen squad which makes them a very good target for this. Watch the face on your opponent&#039;s face when they realize the tank they outfitted with all the best guns turns on them.&lt;br /&gt;
#*You can have some mental moments with this power. For example, there is a stratagem in the knight codex that allows a knight to become a character... I know it&#039;s unlikely due to the high leadership, but the look on your opponents face when you steal their shiny new Valiant or Castellan is priceless&lt;br /&gt;
#&#039;&#039;&#039;Flickering Flames (Warp Charge 5):&#039;&#039;&#039; A friendly {{W40kKeyword|Tzeentch}} {{W40kKeyword|Daemon}} unit within 18&amp;quot; (24&amp;quot; with BoS) gets +1 to wound rolls when shooting. Makes your Defilers, Forgefiends, and Heldrakes much scarier. Can also make Tzaangor Enlightened a credible threat to most vehicles, as they would wound on a 4+, plus whatever automatic wounds you rolled to hit. Another cheeky thing you can do is cast this on any sorcerers that are riding disks, as that gives them the daemon keyword; while not very flashy, a inferno bolt pistol wounding on 3s could be useful.  Might make the coruscator do some work, still probably for fun games only. &lt;br /&gt;
#&#039;&#039;&#039;Infernal Gateway (Warp Charge 8):&#039;&#039;&#039; If manifested, identify the nearest visible enemy model within 12&amp;quot; (18&amp;quot; with BoS) of the psyker. Enemy AND friendly units within 3&amp;quot; of the targeted model take d3 mortal wounds, or d6 if you manifest this with a 12+. Ideal for punishing enemies that like to huddle close to characters with auras, but watch for friendly fire.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Nine Cults==&lt;br /&gt;
So with the introduction of Psychic Awakening: Ritual of the Damned, the Thousand Sons have received expanded rules and details on how to dedicate your detachments to one of the nine cults of the legion, with each cult granting a psychic power that is automatically known by every psyker who isn&#039;t named or a birdman in addition to the other powers he already knows, a warlord trait and a relic. Note that you can only take the relic if your warlord is from the same cult as the relic (this has been FAQ&#039;d; you can also take the relic if Magnus is your warlord).&lt;br /&gt;
&lt;br /&gt;
===Cult of Change===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfChange.jpg|100px|left|]]&lt;br /&gt;
The Cult of Change is anathema to order. They are the great unravellers, launching their armies wherever civilisation and reason exist. Similarly, in places of utter anarchy, the cult appears to impose their ever-shifting will.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the [[Lord of Change| Fickle Whims]] of Tzeentch, ensuring that no one direction is fully travelled as the great plans of Tzeentch unfold; leading entire worlds to fall into anarchy before waiting till the last minute to decide the status quo was fine all along.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult is focused on debuffing your opponents units and interfering with their psychic phase, whilst simultaneously buffing your Warlord and own psychic abilities.&lt;br /&gt;
&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power-  Disturb Reality (Warp Charge 6):&#039;&#039;&#039; Select one enemy unit within 12&amp;quot;(18&amp;quot; with BoS) of the caster. -1 Ld and Attack until YOUR next Psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Fickle Nature:&#039;&#039;&#039; You can re-roll charge rolls made for this Warlord. This Warlord can shoot and charge in a turn in which it Falls Back. &lt;br /&gt;
*&#039;&#039;&#039;Relic- Capricious Crest:&#039;&#039;&#039; Once per turn, when a Psychic test is taken for a model that is within 18&amp;quot; of a model with this Relic, you can change the result of that Psychic test as follows. If that model is from your army, you can change any roll of 1 to a roll of 6. If that model is from your opponent&#039;s army, you can change any roll of 6 to a roll of 1.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Duplicity===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfDuplicity.jpg|100px|left|]]&lt;br /&gt;
The Cult of Duplicity is unique within the Legion in that it both is, and is not, guided by a unified desire. The Sorcerers of this cult are by their very nature deceivers, at once appearing fractured and singular in their purpose. As such, it is impossible to know whether the sects within the cult are acting independently or as part of a singular, terrifying plan.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents all the loner space-wizards who think they know better than each other, banding together to prove that working alone is the best way to get things done as a group.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult provides a great deal of pre-game and in-game manipulation of units whilst recharging your own or your opponents command points.&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power- Sorcerous Facade (Warp Charge 7):&#039;&#039;&#039; Select a {{W40kKeyword|Cult of Duplicity}} unit within 6&amp;quot; (12&amp;quot; with BoS) of this psyker. Remove that unit from the battlefield, then set it up anywhere on the battlefield that is more than 9&amp;quot; away from any enemy mode. That unit is treated as having moved this turn.&lt;br /&gt;
:* &amp;lt;span style=&#039;color:green;font-size:100%&#039;&amp;gt;&#039;&#039;&#039;&#039;&#039;DA JUMP:&#039;&#039;&#039;&#039;&#039;&amp;lt;/span&amp;gt; {{W40kKeyword|Chaos}} edition! Even better, in fact, since it doesn&#039;t restrict you to just {{W40kKeyword|Infantry}}. Send your opponent into fits by lobbing Defilers and Leviathan Dreadnoughts clean over their front line!&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Duplicitous Tactician:&#039;&#039;&#039; At the start of the first battle round, before the first turn begins, select up to D3 {{W40kKeyword|CULT OF DUPLICITY}} units from your army. Remove these units and this Warlord from the battlefield and then set them up again following the normal deployment rules for those units and the mission being played. If you redeploy a {{W40kKeyword|TRANSPORT}} model, all units embarked inside remain so when it is set up again. &lt;br /&gt;
*&#039;&#039;&#039;Relic- Perfidious Tome:&#039;&#039;&#039; At the start of the battle round, roll one D6 if a model with this relic is on the battlefield. On a roll of 1 your opponent gains 1 Command Point. On a roll of 4+ you gain 1 Command Point. It&#039;s something that has tactical applications (even if you and your opponent are all out of Command Points you have a 4+ of getting a CP) but at the same time might have devastating consequences, your opponent just might be one command point short of achieving his strategy to win the game and &amp;quot;Oh, fuck, I just rolled a 1!&amp;quot;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Knowledge===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfKnowledge.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Knowledge are drawn to the many curios hidden throughout the galaxy, particularly tomes of eldritch learnings, dark secrets and paradoxical logics. Through such lore, the cult is able to extrapolate the weaknesses in their enemies and in the fabric of reality itself.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the librarian and collector aspects of the Old Legion. Searching far and wide for the most obscure tomes and treatises that will give them a greater understanding of the universe, to provide an edge against their opponents. They then use this knowledge to change the tide of battle in Deus Ex-Machina ways.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult provides minor re-rolling buffs and fails to show how ultimate knowledge of everything can help you win.&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power-  Psychic Delve (Warp Charge 6):&#039;&#039;&#039; Select one enemy unit with 18&amp;quot;  (24&amp;quot; with BoS) of the caster. Reroll wound rolls of 1 for {{W40kKeyword|Cult of Knowledge}} units against it.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Ardent Scholar:&#039;&#039;&#039; When a psychic test is taken for this model, you can re-roll dice rolls of 1. &lt;br /&gt;
*&#039;&#039;&#039;Relic- Incalandion&#039;s Cry:&#039;&#039;&#039; Model with warpflame pistol only. Incaladion&#039;s Cry replaces a warpflame pistol and has the following profile: Range 12&amp;quot; S6 AP-2 Damage 1 warpflame pistol.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Magic===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfMagic.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Magic is dedicated to the pure and unfettered use of sorcery. Their bloody campaigns are launched to secure arcane objects held by Imperial, xenos and other Chaos forces. These artefacts are then used as foci in the weaving of devastating spells.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the raw power of the warp tamed and manifested by the most powerful Sorcerers in the Army.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult is, unsurprisingly, based around boosting the psychic capability of your army, adding in an extra smite-like power and helping with casting.&lt;br /&gt;
&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power- Astral Blast (Warp Charge 6):&#039;&#039;&#039; Closest enemy unit within 9&amp;quot; (15&amp;quot; with BoS) suffers D3 mortals and each unit within 3&amp;quot; suffers 1 mortal. Only the 9&amp;quot; range is affected by BoS range increase.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Devastating Sorcery:&#039;&#039;&#039; When this Warlord manifests a psychic power that inflicts 1 or more mortal wounds on an enemy unit, increase the mortal wounds inflicted on that unit by 1. &lt;br /&gt;
*&#039;&#039;&#039;Relic- Arcane Focus:&#039;&#039;&#039; When a Psychic test is taken for a model with this Relic, add 1 to the total.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Manipulation===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfManipulation.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Manipulation is deceptive, using its tendril web of influence to sway the actions of its enemies. Vast networks of mortal and daemonic spies allow the cult to oversee their plots as they unfold through assassination, possession and the wreaking of pure havoc.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the lies and deceptions of Tzeentch to steal victory at the last moment.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult provides some close-combat manipulation and the ability to steal the weapons of your opponent characters for a round.&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power-  Attempted Possession (Warp Charge 6):&#039;&#039;&#039; Select one enemy {{W40kKeyword|Character}} within 18&amp;quot; (24&amp;quot; with BoS) of the caster. Target suffers 1 mortal and -2 to psychic tests unit your next Psychic phase.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Beguiling Influence:&#039;&#039;&#039; Subtract 1 (to a minimum of 1) from Attacks characterstics of models in enemy units whilst their unit is within 1&amp;quot; of this Warlord.&lt;br /&gt;
*&#039;&#039;&#039;Relic- Sorthis&#039; Reflector:&#039;&#039;&#039;  When a model with this Relic is chosen to fight with in the Fight phase, you can select one enemy {{W40kKeyword|INFANTRY}} model with a Leadership characteristic of 9 or less that is within 1&amp;quot; of that model. Select one melee weapon that enemy model is equipped with until the end of that phase, the model with this Relic is treated as only being equipped with that weapon, and it can only make attacks against that enemy model&#039;s unit. When resolving each of those attacks, you cannot re-roll the hit rolls and you cannot re-roll the wound rolls.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Mutation===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfMutation.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Mutation embodies the transfiguring aspect of Tzeentch. Not only do they embrace the warping of flesh, but also the warping of reality itself. By their hand civilized planets are transformed into Daemon worlds and entire populations moulded into grotesque abominations.&lt;br /&gt;
&lt;br /&gt;
Thematically this Cult represents the guys who aren&#039;t afraid of letting Tzeentch [[Chaos Spawn|&#039;&#039;Gift them freely&#039;&#039;]] with multiple appendages and orifices. &lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult gives you some terrain manipulation and boost the Close-Combat ability of your Warlord to be on par with a Chaos Lord.&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power- Warp Reality (Warp Charge 6):&#039;&#039;&#039; Select a piece of terrain within 18&amp;quot; (24&amp;quot; with BoS) of the caster and an enemy unit with 3&amp;quot; of the terrain. Halve the Move characteristic and -1 to advance and charge rolls until your next Psychic phase.&lt;br /&gt;
:* If you aren&#039;t against a little inter-god mingling, this can combo very impressively with the {{W40kKeyword|Chaos Daemon}} Fortifications, both of which count as terrain after being set up. Skull Alters have Daemonic Ritual and a very reasonable Power Level, and so can be dropped in wherever would would need them, though they do muck with Psychic Powers, which might not be your cup of warp juice. Fecluent Gnarlmaws, meanwhile, while a bit tasteless fluff-wise, combine beautifully with this Power. It helps keep enemy units nice and close, so that they can eat up the Mortal Wounds caused by the Gnarlmaw&#039;s Sickness Blossoms ability. Send Mr. Slimux out to plant some gardens and make sure the enemy sticks around to properly... &#039;&#039;appreciate&#039;&#039; them.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Touch of Vicissitude:&#039;&#039;&#039; When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 inflicts 1 mortal wound in addition to any other damage.&lt;br /&gt;
*&#039;&#039;&#039;Relic- Exalted Mutation:&#039;&#039;&#039; {{W40kKeyword|SORCERER}} model only. Add 1 to Strength, Toughness and Attack characteristics to the model with this Relic.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Prophecy===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfProphecy.jpg|100px|left|]]&lt;br /&gt;
&lt;br /&gt;
The Cult of Prophecy is guided by incessant whispers that bleed from the warp. From these they divine the outcomes of multiple futures, and seek out events that can be twisted to their own purpose. &lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents Manipulation of the future with all the uncertainty of Tzeentch thrown in for good measure.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult adds a little more dice manipulation shenanigans and the ability to infuriate your opponent trying to charge your Warlord by walking away after overwatch.&lt;br /&gt;
&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power- Divine the Future (Warp Charge 6):&#039;&#039;&#039; Roll a D6 and set it aside. Until your next Psychic phase, you may replace a single rolled dice for hit, wound, advance, charge, psychic, morale, or Deny the Witch rolls for a {{W40kKeyword|Cult of Prophecy}} unit.&lt;br /&gt;
:* Don&#039;t cast this with your warlord. Since all psykers with the Cult of Prophecy keyword can cast it, it is best used by a backline Aspiring sorcerer. You should mainly focus on using it to make crucial morale tests if you roll low, or to make a long charge if you roll high. Combine this with gaze of fate to highly increase your chance of making a charge even from 9&amp;quot;.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Guided by the Whispers:&#039;&#039;&#039; Once per turn, after this warlord fires Overwatch, it can immediately move up to 6&amp;quot; as if it were your Movement Phase.&lt;br /&gt;
*&#039;&#039;&#039;Relic- Pythic Brazier:&#039;&#039;&#039; When a unit within 6&amp;quot; of a friendly {{W40kKeyword|Cult of Prophecy}} model with this Relic is chosen to shoot or fight with, you can re-roll one hit roll, one wound roll, or one damage roll.&lt;br /&gt;
:* You mostly will want to use this in a detachment with Daemon engines that have D3 or D6 damage weapons, particularly Defilers. Since Daemonforge allows you to reroll all failed hits and wounds already, this relic allows you to just focus on rerolling the damage, which statistically can double the output of your Dd6 weapons.&lt;br /&gt;
:* As per the Ritual of the Damned FAQ, this relic only affects friendly {{W40kKeyword|Cult of Prophecy}} units.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Scheming===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfScheming.jpg|100px|left|]]&lt;br /&gt;
The Cult of Scheming is perhaps the most insidious of the cults, for the creation of convoluted plots is to them a form of profane worship. Every conquest and withdrawal is a perfectly planned manoeuvre, a single step that leads towards some unseen master stroke.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult represents the [[Just As Planned|&#039;&#039;Just As Planned&#039;&#039;]] aspect of Tzeentch embracing the idea that win or lose you won in your own way (and participation medals all round).&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult offers some niche objective control and minor command point manipulation, thoroughly failing to deliver the above theme.&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power- Seeded Strategy (Warp Charge 6):&#039;&#039;&#039; Select one friendly {{W40kKeyword|Cult of Scheming}} unit within 24&amp;quot; (30&amp;quot; with BoS)  of the caster. Unit can shoot/assault after it Fell Back.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Grand Schemer:&#039;&#039;&#039; Whilst they are within 3&amp;quot;, friendly {{W40kKeyword| CULT OF SCHEMING}} units gain the Disciples of Tzeentch ability, if such a unit already has the Disciples of Tzeentch ability, each model in that unit counts as two models for the purposes of determining who controls an objective marker.&lt;br /&gt;
*&#039;&#039;&#039;Relic- Cha&#039;qi&#039;thl&#039;s Theorem:&#039;&#039;&#039; Once per battle, in any phase, you can use Cha&#039;qi&#039;thl&#039;s Theorem if a model with this Relic is on the battlefield. If you do, select one Stratagem. Until the end of the phase or until after that Stratagem is used by a model with this Relic&#039;s controlling player (whichever comes sooner). Ignore the Command Point cost of that Stratagem. For obvious reasons, use only on 2-3 cp strats.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Cult of Time===&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;br /&gt;
[[File:CultOfTime.jpg|100px|left|]]&lt;br /&gt;
The Cult of Time is similarly enthralled by the future, as well as the present and past. They view the flow of time as an unwrought resource that can be shaped into a weapon. By their victories, ripples are sent both forwards and backwards in time, so that their enemies may be defeated before they are even engaged.&lt;br /&gt;
&lt;br /&gt;
Thematically the Cult are masters of manipulation of Temporal Realm, re-writing events and history to more favourable outcomes of their goals.&lt;br /&gt;
&lt;br /&gt;
Mechanically the Cult allows you to restore lost models to units, cast more powers per turn and squeeze an extra turn out of a character.&lt;br /&gt;
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*&#039;&#039;&#039;Psychic Power- Time Flux (Warp Charge 5):&#039;&#039;&#039; An infantry unit within 6&amp;quot; (12&amp;quot; with BoS) of the user has a lost model revived with all its wounds restored. An unmodified 9+ to manifest the power revives d3 models instead.&lt;br /&gt;
*&#039;&#039;&#039;Warlord Trait- Immaterial Echo:&#039;&#039;&#039; In your Psychic phase, if this Warlord casts a psychic power with a Psychic Test result of 9+, this Warlord can attempt to manifest one additional psychic power that phase. Only one additional psychic power can be manifested as a result of this Warlord Trait per phase.&lt;br /&gt;
*&#039;&#039;&#039;Relic- Hourglass of Manat:&#039;&#039;&#039; The first time a model with this Relic is destroyed, at the end of the phase return that model to play with D3 wounds remaining placing it as close as possible to its previous location and more than 1&amp;quot; away from any enemy model.&lt;br /&gt;
**For maximum trolling (since you are a Disciple of Tzeentch after all) give to a character that you plan on casting Boon of mutation on (meaning not a daemon prince or sorcerer on disc) and cross your fingers for spawndon/daemonhood, if your plan miraculously/inevitably succeeds you get a new spawn/Daemon Prince with in addition to having your old character be brought back up with any buffs they may have got from Boon of mutation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;A NOTE ON DAEMONIC MOUNTS&#039;&#039;: Notice that Daemonic Mounts give the model the {{Template:W40kKeyword|DAEMON}} keyword. This is both good and bad. Good, because this means you get buffed by nearby Heralds (+1 Strength is nice) and get affected by several powers that wouldn&#039;t normally buff them, so if you want to go Daemonkin you have some synergy right there. (This is absolutely confirmed in the Designers&#039; Commentary.) Bad because things like Grey Knights are that much stronger against you. Keep it in mind when you choose your Lords and Sorcerers. Remember that despite having {{Template:W40kKeyword|DAEMON}} you do not gain god specific bonuses. For example, Ahriman with a disc has both {{Template:W40kKeyword|DAEMON}} and {{Template:W40kKeyword|TZEENTCH}} keywords but he does not gain +1 to his invuln because he lacks the Ephemeral Form special rule. This applies to all mounts.&lt;br /&gt;
**Note: Characters on demonic mounts have the Cavalry keyword. This disqualifies them from many stratagems and psychic powers as they are only applied to infantry, bikes, Daemon Princes, and helbrutes. &lt;br /&gt;
**Note 2: This does mean they will benefit from the Locus of Trickery if you brought any tzeentch daemon characters in a daemon detachment. They will NOT generate the aura, but will be able to use the buff if near the daemon character. &lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince&#039;&#039;&#039; - This entry and the Daemon Prince of Tzeentch entry are treated as the same now with the Rule of Three for Organized Play.&lt;br /&gt;
*&#039;&#039;&#039;Daemon Prince of Tzeentch&#039;&#039;&#039; - No longer the one man army he used to be, though his melee is still rather powerful. Use him to support other units with his 6&amp;quot; bubble and psychic powers. 8 wounds means he can&#039;t be targeted by shooting if he&#039;s not the closest unit, so keep him behind another unit that can match his 8&amp;quot; move speed. As a psyker, he knows &#039;&#039;Smite&#039;&#039; and two powers, and you have quite the options to pick from; that said, consider focusing on the Tzeentch discipline, since  he&#039;s the only guy who can use those powers other than Magnus. He also buffs both models with the same Legion and Daemon Allegiance keywords. 8th Edition made all the melee weapon options for them the exact same cost, so now it&#039;s a choice between two more attacks (Talons), doing 1 more Damage per attack (Sword), or having your Strength, AP and Damage by 1 better at the cost of -1 to hit (Axe). The Talons are probably still his best equipment choice unless you&#039;re desperate for something to kill vehicles with, but even then, 7 attacks at -2 AP are nothing to scoff at. Like the Death guard daemon prince, the Thousand sons DP apparently sacrificed his gat for more psychic dakka&lt;br /&gt;
**Important thing to realise is that these daemon princes can cast 2 powers each psychic phase compared to the traditional 1. At no extra points cost. They still get the ephemeral daemon bonus which is what a normal daemon prince of Chaos dedicated to Tzeentch gets. This makes them seriously worth considering even outside a thousand sons detachment. They also have access to &#039;&#039;&#039;All 3 disciplines&#039;&#039;&#039; This makes these extremely versatile units with the ability to totally fuck stuff up in psychic and combat and providing useful buffs to other units around them. Consider surrounding them with Tzaangor for a fast screen with some damage output that also fits the requirements for most of their buffing psychic powers.&lt;br /&gt;
**Daemon Princes cannot take The Seer&#039;s Bane, Coruscator, or Prismatic Staff, as they do not have an inferno bolt pistol, force staff, or power sword to replace. They CAN, however, still take the Dark Matter Crystal, Athenaean Scrolls, or the Helm of the Third Eye. &lt;br /&gt;
** Has very good synergy with a Chaos Daemons of Tzeentch detachment. Use a Pink Horror Bomb (30 Pink Horrors, 1 Changecaster for +1 Strength and &#039;&#039;&#039;Daemonspark&#039;&#039;&#039; Warlord trait if you feel like making the little guy the Warlord), fly the Daemon Prince over to them, cast Flickering Flames and watch 90 shots decimate or better (you should get about 15% casualties per shot against MEQ, and decimating is 10%....) the enemy on 4+ to hit, re-rolling 1s to hit, strength 4, +1 to wound, re-rolling 1s to wound. If you&#039;re lucky, Boon of Change could even make them strength 5 shots, which would wound Marines on 2 and Death Guard on 3.&lt;br /&gt;
**Very important difference between this version and his Chaos Space Marine twin is one tiny rule called &#039;&#039;&#039;Ephemeral Daemon&#039;&#039;&#039; which, instead of the traditional 5++ Daemon Save, gives him a &#039;&#039;&#039;4++&#039;&#039;&#039;. Combine this with either the Otherworldly Prescience WT or the Weaver of Fates Psychic Power and have a Daemon Prince with an equivalent of a &#039;&#039;&#039;Storm Shield&#039;&#039;&#039;!&lt;br /&gt;
*&#039;&#039;&#039;[[Exalted Sorcerers| Exalted Sorcerer]]&#039;&#039;&#039; - Knows two psychic powers from the Discipline of Change or Dark Hereticus. Can cast two powers and deny one.  Their main strength is that they have the combat stats (not necessarily equipment, but not far off) of a Chaos Lord with the Psychic power of a Sorcerer. Can&#039;t take familiars (so no +1 to cast), but they do get &#039;&#039;&#039;Lord of the Thousand Sons&#039;&#039;&#039; which provides re-roll 1&#039;s to hit to units within 6&amp;quot; which more than makes up for it in most circumstances. Ahriman is a much better version of an Exalted Sorcerer and will therefore likely see a lot more use than they will.&lt;br /&gt;
** If you have a few backfield vehicles (predators, for example) then it might be worth taking one of these guys, giving him a disc and giving him Prescience/Temporal Manipulation. It&#039;s a lot cheaper than taking a Daemon Prince, he should rarely be the closest target to the opponent and you&#039;ll be buffing your ranged troops with the aura, healing some of the damage they sustain and with 24&amp;quot; range you should still be able to prescience anything you like.&lt;br /&gt;
** You could buy him a power sword and give him Seer&#039;s Bane, combined with Diabolic strength, and you have yourself a highly cost effective close combat monster swinging 5 attacks at S12 AP-3 D1d3 against any psyker or LD 9+ unit.  Is also still swinging at S6 AP-3 D1d3 against other targets, which is still potent. &lt;br /&gt;
*&#039;&#039;&#039;Sorcerer&#039;&#039;&#039; - The future Exalted Sorcerers. They can cast two powers and deny one. They&#039;re as good at casting as &#039;&#039;&#039;Exalted Sorcerers&#039;&#039;&#039;, benefit from the +6&amp;quot; range but have less wounds, worse combat stats and, vitally, no reroll 1s to hit aura. However, they do make a good option for a 2nd psyker character and might be useful if you don&#039;t need a 2nd aura.&lt;br /&gt;
** Per the datasheet rules, Codex units can take wargear they had in Legends, since this is a Sorcerer, not a Sorcerer of Tzeentch. You can still take things like the Jump pack and Force Axe, but you have to pay the Legends point costs and the cost of a jump pack makes the sorcerer the same cost as a terminator sorcerer, making his utility very niche. Gains a 5++ save and an inferno bolt pistol instead of a normal one. &lt;br /&gt;
**&#039;&#039;&#039;Sorcerer in Terminator Armour&#039;&#039;&#039; - Heavy duty Sorcerer. Note that this guy costs 20pts more than the vanilla one, but if you fear for his safety this is good investment. The main reason to take this guy is to accompany Scarab Occults or units making use of the Deep Strike stratagem. Can also take a familiar upgrade that gives +1 to the first spell he casts each turn.&lt;br /&gt;
***If using a familiar, the &#039;High Magister&#039; warlord trait and the &#039;Cabalistic Focus&#039; stratagem, you can have the hardest power to cast (Doombolt) going off on a 5! a 5! You&#039;ll Almost automatically pass most others, so the warp is your oyster!&lt;br /&gt;
**&#039;&#039;&#039;Sorcerer on Disc of Tzeentch&#039;&#039;&#039; - Legends only. Costs 46 points more than a sorcerer with a jump pack, and can&#039;t take an Inferno Bolt Pistol or Warpflame Pistol. In exchange you get... the {{W40Kkeyword|DAEMON}} keyword and the functional equivalent of a chainsword . Not a good choice, or even a mediocre one, but a couple quick notes on this guy before you completely dismiss him. One, unlike Sorcerers on Discs that are taken by other Legions, he actually benefits from the Thousand Sons Legion Trait, since Brotherhood of Psykers specifies {{W40Kkeyword|PSYKERS}}, not {{W40Kkeyword|INFANTRY}}, {{W40Kkeyword|BIKERS}} and {{W40Kkeyword|HELBRUTES}}. Secondly, while he is very overcosted, if you so desired to abuse your Smite spam privileges, his existence means that Ahriman can lead a terrifying flying wolfpack of 9 Sorcerers (3 with Jump Packs, 3 on Disks and 3 Exalted on Disks). Though stupidly expensive (nearly 1,400 points with just basic weapons), it might just be worth it for the look on your opponent&#039;s face.&lt;br /&gt;
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====Special Characters====&lt;br /&gt;
*&#039;&#039;&#039;[[Ahriman]]&#039;&#039;&#039; Ahriman is one of the best HQ options that the Chaos faction has to offer, never mind the Thousand Sons. He has three psychic powers, three denials, +1 to cast/deny psychic powers at all times, relatively low cost (166 with disc) and the ability to remain behind a line of his own troops. He also has the &#039;&#039;&#039;Lord of the Thousand Sons&#039;&#039;&#039; aura, a damage three force stave and a native 4+ invulnerable save (compared to 5+ for Exalted Sorcerers). If he is your Warlord he has to take the +1 to invulnerable save Warlord Trait, but this is actually pretty good given it puts him at 3++. Despite being good in melee you are best off keeping him back so that he can pull the strings of your entire army with his aura, psychic dominance and ability to reinforce if required. Give him a Disc of Tzeentch as the mobility is crucial and you&#039;ll almost never want him hiding in a transport, plus many snipers including the vindicare wound infantry on a 2+, Ahriman looses the Infantry keyword on a disc making it far harder to pick him off.&lt;br /&gt;
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:*He can also be used like the machine gun he was always meant to be, traveling on a disc with a hit squad of Tzaangor Enlightened. Give him all the nuking Psychic Powers (Doombolt, Infernal Gateway and Tzeentch&#039;s Firestorm) and laugh as enemy characters flee from your 24&amp;quot; ranged assassin. Add in 1CP for The Great Sorcerer to let him cast Smite as well, for lols.&lt;br /&gt;
:* Unlike Magnus, Ahriman did plenty wrong. He&#039;s one of the most &amp;lt;s&amp;gt; evil fuckers in all of 40k&amp;lt;/s&amp;gt; loving leaders who only wants to right his wrongs and his rules really make you feel like a cackling &amp;lt;s&amp;gt;villain&amp;lt;/s&amp;gt; hero --- enjoy!&lt;br /&gt;
:*Don&#039;t underestimate Ahriman&#039;s close combat abilities.  Consider:  Cast Glamour on him for a -1 to be hit, Diabolic Strength for the +2 Strength and additional attack, then have a couple of friendly Mutaliths give him -2 AP.  You now have a tough-as-nails monster hitting 5 times (6 with Hateful Assault) at S8, Ap-3 for a flat 3 damage per attack.  If you want even more attacks, you can press your luck with Boon of Change (although you&#039;ll need a friendly Daemon Prince to cast it on Ahriman unless he Familiars his way into it), or gamble with Boon of Mutation.&lt;br /&gt;
:*Great news! Ahriman is now available on the new SC! 1K Sons kit. He comes with 10 Rubrics and 10 Tzaangors!&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;[[Rubric Terminators| Scarab Occult Terminators]]&#039;&#039;&#039; - Revenge is a dish best served cold. Terminators are now some of the strongest units a Chaos army can take and these guys? They hit harder, and they&#039;re even more durable. Only movement 4&amp;quot;, but Teleport Strike counters this a bit. These guys are impressive, though it&#039;s harder to make the most of a Deep-Strike if you&#039;re trying to stay in the character&#039;s auras. Just keep them away from melee units with high toughness, multi-wounds as they lack power-fists. 5 guys lets them make 20 shots at up to 24&amp;quot; with AP-2 bolter shots, which will shred most infantry. Add in Veterans of the Long War and you have an infantry shredding salvo which can threaten light-vehicles. The Occult Sorcerer will also be able to chip in with his Smite power or Cult/Discipline of Change power. Don&#039;t forget these guys sport the &#039;All is Dust&#039; special rule like their Rubric brethren, however with two wounds apiece and 4++ they will be drawing more powerful Dakka their way. You really should be Deep-Striking them wherever you can, and be sure to buff them with the attached Aspiring Sorcerer. They really shine in taking the Soulreaper cannon and/or Missile Rack as they don&#039;t suffer the penalties for moving; in this regard, they are like loyalist terminators with more resilience, deadlier guns and a psyker leading them.&lt;br /&gt;
**In a post-CA2019, post RotD world, these guys deserve a second look. The strats to double their shots and their sorcerer now knows an additional spell. If you want a hard as nails unit that can deep strike and put dakka to make Orks nod in approval, look no further.&lt;br /&gt;
**Sorcerous Facade from the Cult of Duplicity is a great power for this unit; as it effectively allows it to redeploy every psychic phase. This lets the unit drop in, mulch some infantry, then warp away next turn to hit another flank. Also RAW it doesn&#039;t prevent you using it if you get bogged down in Melee. So it&#039;s alot harder for the opponent to tie up the terminators.&lt;br /&gt;
*&#039;&#039;&#039;Helbrute&#039;&#039;&#039; - A good [[DISTRACTION CARNIFEX]]. With the new &#039;all vehicles are MC&#039; approach, a Helbrute now requires a decent amount of applied firepower to be put down instead of being a free victory point. Crazed is now a buff only rule, which makes it better than the loyalist Dreadnought. Note that Crazed is a normal shooting attack. So it can shoot all available ranged weapons at any viable target(s). Kitted for ranged combat, it doesn&#039;t seem to put out enough damage to be a credible threat, and the things you&#039;ll want to throw one kitted out for melee at are the very things that will tear it multiple new ass-holes in no time. However, Helbrutes do have their advantages. For one; they don&#039;t suffer from degrading stats compared to things like Predators and Forgefiends. This means Helbrutes move, hit &amp;amp; shoot just as effective at 1 wound as they do when at full wounds. Secondly there are a few stratagems that are usable by Helbrutes, including a Helbrute specific one. Lastly, Helbrutes are fairly economic on points, especially with changes from Chapter Approved. As for armaments it comes stock with a Multi-Melta and Helbrute fist without a Heavy Flamer or Combi-Bolter mounted to it. Due to poor wording of the Big Rule Book FAQ, every unit has a Close Combat Melee weapon in addition to what is on it&#039;s data sheet; Battering Assault gives its bonus attack if the Brute has two melee weapons - and not specifically two of the same weapon, meaning that even the stock configuration is at 5 attacks (and why you should never take double fists). For shooting, you should probably immediately upgrade the Multi-Melta to a Twin Lascannon, Twin Heavy Bolter, Helbrute Plasma Cannon or Reaper Autocannon and drop the second arm for a Missile Launcher - this makes for a surprisingly cheap and durable weapons platform; able to throw out a fair amount of shots across a variety of targets. The Twin Lascannon is best deployed as an anti-tank weapon, so if you were looking at brutes to do some of that for your army, take the las, otherwise for a CP you can upgrade the twin Heavy Bolter to -2 AP. &lt;br /&gt;
**Ranged Opinion:&#039;&#039;&#039;Stay away from the Reaper Auto-Cannon, it is trash.&#039;&#039;&#039; If it were &#039;&#039;D2&#039;&#039; instead of &#039;&#039;D1&#039;&#039; it would be a good choice, and more than just a glorified 4 shot Heavy Bolter. Take either a Helbrute Plasma Cannon, or if you just can&#039;t stand that you lose wounds on rolls of 1&#039;s to hit, a Twin Heavy Bolter instead.&lt;br /&gt;
**Alternate Ranged Opinion: Taking a Reaper is useful to keep the points of any Helbrute build low and keep your investment in your distraction unit to a minimum. A reaper/missile for example combo comes in at 90pts under Chapter Approved 2019 prices, which though not a significant saving compared to the 96pts and 97pts of the Plasma / Heavy Bolter Builds is still a saving that may allow you to fit in more bodies or other units. In small games, chances are your opponent won&#039;t have something to deal with this gun platform.&lt;br /&gt;
**Melee Opinion: The hammer will usually under-perform due to the accuracy debuff, but it costs as much as a pair of fists; whether you take a scourge (A8 S8 AP-2 D2 25pts) or a fist (A5 S12 AP-3 D3 20pts) depends on what you plan on fighting. Never take a fist without also grabbing a gun to put in it. With the new Chapter Approved 2019 you can take a second fist for for a mere +10 pts, so now you can dual wield for a total of 90pts for a punishing scrapper in melee.&lt;br /&gt;
*&#039;&#039;&#039;[[Tzaangor Shaman]]&#039;&#039;&#039; - Comes in at  90 pts including his force stave, BS 3+, WS3+/S4A4/T4/W4, Ld8, and 6+ save that you will never use because he has a 5++. They hover about on a disk, they buff up the psychic phase using a one-use magical potion that allows them to re-roll a single failed psychic test. Uses powers from the change discipline, casting 1, and denying 1. They can buff Tzaangor units within 6&amp;quot; with a +1 to all their hit rolls. Because his +1 to hit aura affects all hit rolls made by Tzaangors, this means that your base Tzaangor auto pistols become slightly better, but still can&#039;t compete with the blades in terms of effective damage output. Aside from in close combat with ground Tzaangors, this aura also really shines with Tzaangor Enlightened, as it makes them hit with either their great-bows or divining spears on 2+, as well as cause auto wounds on 5+. Also keep in mind the aura affects the shaman, meaning he&#039;s hitting on 2s in melee with his force staff, so he can hold his own if need be.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
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NOTE - Hellforged Vehicles are particularly awkward in &#039;&#039;&#039;Thousand Sons&#039;&#039;&#039; armies. When they explode they do d3 mortal wounds to nearby units, except for Psykers, who take d6 mortal wounds instead. That even includes basic Rubrics. Ouch.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Decimator&#039;&#039;&#039; - 8th edition has shown our favourite pseudo-dreadnought some real love. Movement is 10&amp;quot; with WS 3+ BS 3+, S7, T7, W8, A5, SV 3+ 5++ with no degeneration as wounds go down. You regenerate a wound at the start of each of your turns, and still gain +1 attack even if you drop a melee weapon (thanks FAQ). It still has all of its old weapon load-outs while sadly losing its cool flamer special rule from 7e. Stock Claw is +2S AP-3 D3 with a Hellflamer doing Heavy D6 S5 AP-1 D2 Auto Hits. The Decimator Storm Laser is as you would expect from last edition, 24&amp;quot; Assault 5 S6 AP-2 D1. The once horrible Soulburner Petard now has some real use with 24&amp;quot; Assault 2D3 S- AP0 D1, causing auto MORTAL wounds on successful hits, while to hit rolls of 1 cause Mortal wounds to the Decimator. It states that you cannot take more than 1 mortal wound a turn via this rule, so you are fairly safe using it due to your regeneration. Butcher Cannon is still reliable with 36&amp;quot; Heavy 4 S8 AP-1 D2 causing -2 LD to enemy unit should a casualty be sustained. C-beam Cannon has also gotten some new life, 72&amp;quot; Heavy 1 S6 Ap-3 D3, you gain +2S and +D3 for every 24&amp;quot; you are away from the target, AND if the enemy suffers a casualty due to your original shot, the same unit suffers 2D6 additional S6 AP0 D1 damage. Overall the Decimator handled the transition to 8th nicely and are more attractive now than they were in 7th even with the lack of Deep Strike capabilities.&lt;br /&gt;
**Note that despite visual similarities to Helbrutes and Dreadnoughts, the Chaos Decimator does not have the {{Template:W40kKeyword|HELBRUTE}} keyword.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Contemptor Dreadnought&#039;&#039;&#039; - S7 T7 W10 A4 Sv 3+ (though we can take more of these &#039;relics&#039; than imperials can), the Contemptor remains as good as it ever was. It has a huge amount of options with your typical Fist (Deathclaw) and Chainfist (Chainclaw) available, as well as some of the more Chaotic choices. New to the menu is the Kheres Assault Cannon which the Chaos Warpsmiths finally found a working version of. As of the FAQ you can now go double guns, should you feel the need - though the melee potential is wasted if you do. Butcher Cannon (36&amp;quot; Heavy 4, S8 AP-1 D2,  causes a LD -2 debuff on enemy units that it has inflicted casualties on) and the Kheres Assault Cannon are attractive choices. On a 5+ it eats an enemy it killed in melee for healing a wound, it has a 5++ against shooting and Overwatch with a 4++ in melee. A solid choice that is a natural step up from your standard Helbrutes. Just keep it away from, well, most your army due to the Containment Breach rule, which punishes regular units with d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
**FW FAQ: Now the Contemptor can replace both arms for ranged weapons if you so wish, and you can take an Havoc Launcher too.&lt;br /&gt;
**Also per the FAQ, Chaos Dreads have the Helbrute keyword.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Predator&#039;&#039;&#039; - Confused to see this in the elites slot? So is everyone else! Anyway, it&#039;s a Predator that&#039;s an elite with some extra rules and guns. Standard Pred weapons with the ability to choose Flamestorm Cannons (8&amp;quot; Heavy 2D6 S5 AP-1 D2 Flamer), Magna-melta Cannon (24&amp;quot; Heavy D3 S10 AP-4 D6, roll extra dice if in 1/2 range), C-beam Cannon (72&amp;quot; Heavy 1 S6 AP-3 D3, +2S &amp;amp; +D3 for every 24&amp;quot; between shooter and target, causes 2d6 S6 AP0 1D additional hits if you kill a model with your first shot), and Plasma Destroyer (36&amp;quot; Heavy 2D3, S7 AP-3 D2). Can eat people in melee to regain one wound on a 5+, causes D3 additional attacks when it successfully charges, also has the Containment Breach rule, which punishes regular units with d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead. It&#039;s a fine choice if you feel the need to have those special weapons on a Pred platform. The damage charts for this and other Hellforged tanks are distinctive in that they actually get better in melee the more injured they get, meaning the more you need some wounds repaired the more likely you&#039;ll be able to eat some, although your movement does suffer so it gets less able to get into melee.&lt;br /&gt;
** Note that the extra damage to your own Psykers from a Containment Breach is pretty bad in a &#039;&#039;&#039;Thousand Sons&#039;&#039;&#039; army. You&#039;re better off taking the cheaper Predator from the codex.&lt;br /&gt;
** If kitted with Flamers this tank becomes a pseudo-hellhound. Take heavy flamer sponsors to intensify this and throwing out 4D6 auto-hits at 8&amp;quot; at -1 AP D1/D2. Most people won&#039;t want to charge it either.&lt;br /&gt;
** Thanks to the FAQ 2019, you can&#039;t use Killshot with Hellforged Predators&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Sicaran&#039;&#039;&#039; - An even bigger vehicle in the elites slot? No it&#039;s not the Warp-dust kicking in, this is real life. The Sicaran is still a beast at T7 W14 3+, but as always we take it for its main weapon. The Twin Accelerator Autocannon is kicking at 48&amp;quot;, Assault 8 S7 AP-1 D2, No penalty to shoot at FLY and every wound of 6 is jumped up to AP-3. It can move 14&amp;quot; between 7-14 wounds; letting you fly around the board shooting those Autocannons on 3+ (remember, it&#039;s assault, not heavy), ouch! Can eat people in melee on a 5+ to regain a wound, and has the Containment Breach rule, which punishes regular units with d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Cultists&#039;&#039;&#039;- Your cheap choice. Cultists can be set for melee or range without paying extra points, which is nice. Flamers make them somewhat more reliable, while Heavy Stubbers are a cheap and useful upgrade if you plan to camp objectives with them. They have some problems though, with poor leadership and the ability to die to a stray fart. They&#039;re doing best when the opponent forgets they exist, so try not to mention them. Also, Games Workshop tacitly approved the use of Age of Sigmar&#039;s Tzeentch Arcanites as flavourful Thousand Sons Cultists with some art in the codex. Use these if you want them to look more like someone who might have come from Sortiarius.&lt;br /&gt;
** Can be used to wrap enemy vehicles into position, but Tzaangors have bigger bases (so need less models to do it) and are much better at getting stuck in.&lt;br /&gt;
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*&#039;&#039;&#039;[[Rubric Marines]]&#039;&#039;&#039; - Once unusable, these guys have become pretty good. They have their usual loadout of Inferno Boltguns, which they can replace with Warpflamers for maximum hurt in overwatch, and the Aspiring Sorcerer can take any force weapon and a Warpflame pistol to help them if they get in melee. For every 10 models, one Rubric can take a Soulreaper cannon. The Aspiring Sorcerer got a huge buff with the codex as he is now also a fully fledged Psyker who can cast any of the Spells from the Discipline of Change. These spells are low WC rating (6 or 7, except Doombolt) and are usually the sort of spells you won&#039;t take on your HQs because you want them to take Prescience, Warptime, Death Hex, etc. If you take a few 5 man squads (or even 10 man and some Scarabs) you&#039;re going to find yourself casting a LOT of psychic powers - which is exactly how it should be! He also knows a &amp;quot;mini&amp;quot; &#039;&#039;Smite&#039;&#039;, which does 1 or d3 mortal wounds rather than the normal d3/d6. Rubrics &amp;quot;All is Dust&amp;quot; rule gives them +1 to all saves if the attack does 1 damage, giving them a 2+ save against small arms fire. It is very effective in a lot of situations but opponents grow wise to it.&lt;br /&gt;
**As per the 1.3 FAQ, if the Aspiring Sorcerer suffers wounds from Perils of the Warp, you may allocate it to any model in the unit.&lt;br /&gt;
**Interesting new addition in the codex, the aspiring sorcerer can take a Plasma Pistol. it&#039;s not much but it is at least SOME kind of plasma weapon.&lt;br /&gt;
** Consider taking a weapon composition of 6 boltguns, 2 warpflamers and 1 soulreaper, the warpflamers make for good overwatch and the soulreaper makes up for the boltgun shots you lose from the flamers.&lt;br /&gt;
** Another solid build is to take a pair of MSU squads, give everyone a Warpflamer or Warpflame Pistol and pack them into a Rhino. Such a package will reliable roast an entire MSU squad per turn, before even taking Psychic Powers or the Rhino&#039;s weapons into account and will be suicide for any thing short of a Dreadnought to charge.&lt;br /&gt;
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*&#039;&#039;&#039;[[Beastmen (40k)#Tzaangors.2C Beastmen of Tzeentch| Tzaangors]]&#039;&#039;&#039; - 80 points for a unit of 10 close combat monsters that are just as tough as Space Marines, have a 5++ invulnerable save, 2 attacks when equipped with a pair of Tzaangor blades (3 on the Twistbray) WITH -1 AP, a 10 point instrument that adds 1 to their Advance and Charge rolls, as well as rerolling to hit rolls when targeting a character. These guys are an absolute steal for Thousand Sons armies that need lots of fodder to protect their big guns in the back. They do a better job in close combat than Space Marines do. Pistols/Chainswords look cool but are inferior to Tzaangor Blades, as AP-1 makes them dangerous to almost everything in the game (apart from Daemons).&lt;br /&gt;
**They&#039;re also a surprisingly good [[DISTRACTION CARNIFEX]], just strong enough that ignoring them will hurt, but just expendable enough that you don&#039;t have to feel bad using them as cannon fodder.&lt;br /&gt;
**Buy AoS ones as the Autopistol/Chainsword combo is inferior to the Tzaangor Blades and AoS ones do not have the sprue for it, so they are a bit cheaper.&lt;br /&gt;
**They have synergy with the Mutalith Vortex Beast, the Tzaangor Shaman (who buffs Tzaangors within 6&amp;quot;) and the 2CP Stratagem that lets them attack twice! 30 Tzaangors deepstriking down, assaulting and attacking twice will cost you 3CPs, but that&#039;s potentially 122 attacks (less casualties). Cast Prescience for 2s to hit.&lt;br /&gt;
**These guys are an excellent use of your Dark Matter Crystal.  Fire a unit of 30 Tzaangors to outside 9&amp;quot; of something, take a Brayhorn for an 8&amp;quot; charge and watch your opponent shit their pants at the birdy blender that just materialized in front of them. TAKE HEED. Dark Matter Crystal re-deploys the unit, but the Big FAQ for the BRB specifically only forbids Warptime from working on units setting up as Reinforcements.&lt;br /&gt;
**Make no mistake: with the right psychic powers, buffs and help from a Mutalith Vortex Beast or two these can be turned from above average melee troops to an absolute terror. Use Weaver of Fates to buff them to 4++, Glamour of Tzeentch for -1 to hit, Prescience for accuracy (or just put a Tzaangor Shaman next to them), An Exalted Sorcerer&#039;s re-roll aura for even more accuracy, Mutalith powers for +1 Strength or AP or both, and Veterans of the Long War in the Fight phase. At this point you&#039;ll have use about half your army for buff a single unit, but it&#039;s one your opponent won&#039;t soon forget.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Rhino&#039;&#039;&#039; - With Webway Strike, sadly these aren&#039;t very useful for Thousand Sons. At 67 pts they&#039;re expensive in an army that is already struggling to fit things in. Their main use is to get assault troops safely forward, but Thousand Sons assault infantry (Tzaangors) are too cheap to be worth a Chaos Rhino, plus you want to take more than 10 of those. Mean-whilst you want your tanky Rubrics on the field so that their Sorcerors can cast their psychic powers.&lt;br /&gt;
** If you &#039;&#039;do&#039;&#039; take one, then add on a Havoc Launcher and Combi-Bolter. This at least puts out a decent amount of small arms fire, to make the price of the METAL BOX feel a bit better.&lt;br /&gt;
** For some players, 67 points a piece is a decent price to protect your expensive rubric squads from a harsh Alpha Strike, as any opponent worth his salt (or dust), will know they are going to have to throw a hefty amount of firepower at them. Due to this, think of the Rhino as a disposable bunker, if it dies, so be it, if it doesn&#039;t it still served its purpose considering it moves twice as fast as the rubrics.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
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*&#039;&#039;&#039;Termite Assault Drill:&#039;&#039;&#039; It&#039;s a neither a drop pod or a rhino, but something of both. Like a drop pod, the Termite can be deployed at the end of a movement phase close to enemy. Once deployed, however, the termite acts like a slow Rhino. At 8 inches, this thing isn&#039;t going anywhere fast. Not to mention the Melta Cutter is an Assault D3 Melta Gun. So why bother? Well the termite has some neat little things going for it. First is the transport capacity. At 12 &#039;&#039;&#039;HERETIC ASTARTES&#039;&#039;&#039; models (not Terminator, Jump Pack or Cult of Destruction), making this little drill is quite the metal box. Add in that it can deep-strike and who cares if this thing only moves 8 Inches a turn? And then there is the subject of the two Combi-Bolters (always take Combi-Bolters and never the heavy flamers) but maybe look into the Twin Volkite Chargers. Additionally, it&#039;s equipped with a Termite Drill, it&#039;s a Double Strength AP-4 and Damage 3 melee weapon. After you make all of your melee attacks, roll a D6 for every model that suffered damage but was not slain by this weapon, on a 2+ the model suffers a mortal wound. And if the target is STILL not dead, roll again, on a 3+ it takes another mortal wound. Keep doing this, with every roll requirement being one higher than the last, until you fail the roll, or the target dies. 8 Mortal Wounds on average&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Spawn&#039;&#039;&#039; - The Flesh Change sufferers you know and love. Movement 7&amp;quot;, D6 attacks at -2 AP. Has a chance to be -4 AP, or reroll failed wounds, or get +2 attacks. S5 T5, 5+ save, leadership 9 due to being a mindless pile of flesh and 4 wounds. 5+ save means they&#039;re pretty squishy, but they can hit fairly hard. Pretty much the same as before, but there is a Stratagem that can give you one without having to pay for reinforcement points and another one that lets you re-roll their attack number while also picking their bonus effect. The first one makes for a useful surprise when one of your Sorcerers is looking like he&#039;ll die anyway so keep a couple in your cases for such occasions. For 20pts a model (post CA19), you might want to throw in a few gribblies in your list if you need a speed bump or meat shield for the Daemon Princes.&lt;br /&gt;
*&#039;&#039;&#039;[[Tzaangor Enlightened]]&#039;&#039;&#039; - Birds on discs.  They have 3 different weapon options, Autopistol and Chainsword, Fatecaster Greatbow, or a Divining Spear. In addition, every 6+ to hit roll counts as a successful wound. Easy to pass over at first glance, but they have a saving grace; speed. With a move of 12&amp;quot;, they can add some much needed mobility to your list in a way that doesn&#039;t rely on psychic powers or command points. If you take the bows, they become a surprisingly agile harassment unit. With the fly keyword, they can&#039;t be tied down in melee, unlike a lot of the rest of the army. They are also dirt cheap in terms of points/power-level.&lt;br /&gt;
**They are even better than you think. They get the Daemon keyword thanks to their discs, so benefit from buffs like Flickering Flames, Tzeentch Daemon HQ auras, and Boon of Change.&lt;br /&gt;
**The auto-wounding combined with the divining spears&#039; D2 on the charge can be a nasty surprise for vehicles and monsters. The AP of -1 isn&#039;t much, but the amount of attacks make up for it, especially if you luck out with Boon of Change for the +1 attack. They won&#039;t take down Land Raiders, but crippling big guns on the 2nd turn (or even 1st with Warptime) with such a cheap unit is a viable strategy.&lt;br /&gt;
**The divining spears become an even more viable option when taken in conjunction with Mutalith vortex beasts. with their vortex powers giving them either -1 AP, +1 Strength or reroll failed charges, on top of the vortex powers stacking with each other. This can result in anything from two specific powers stacking like +2 strength bringing them up to strength 7 to wound vehicles easier, or -2 AP letting them cut through MEQ&#039;s and TEQ&#039;s with ease. &lt;br /&gt;
**Enlightened are also able to use the Cycle of Slaughter stratagem, so you can get two rounds of combat out of your 2 damage spears when you charge.&lt;br /&gt;
**Enlightened also have the Heretic Astartes keyword, allowing you to cast such classics as Warp Time, and Prescience on them to make them zoom even faster and auto-wound on a 4+ with a Shaman nearby.  If you wanted your Shooty Disc Birds to be even more annoying when it comes to harassing things, auto wounding on 4+&#039;s will please you.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
&lt;br /&gt;
NOTE - It&#039;s worth repeating that Hellforged Vehicles are particularly awkward in &#039;&#039;&#039;Thousand Sons&#039;&#039;&#039; armies. When they explode they do d3 mortal wounds to nearby units, except for Psykers, who take d6 mortal wounds instead. That even includes basic Rubrics.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Dreadclaw Drop Pod&#039;&#039;&#039; - This flyer/drop pod/thing is a ball of spiked sex! It can transport 10 models or a Dreadnought/Helbrute and comes in via Drop Pod Assault. Moves 15&amp;quot; which does NOT go down as you lose wounds, though its S and A do. T7 W10 3+ with Blade struts for melee (S User, AP-2 D2) and Thermal Jets for shooting (6&amp;quot; Pistol D6, S6 AP1 D1, which automatically hits all units, friend and foe, within 6&amp;quot; with separate shooting attacks and can only be used if more enemy units are affected than allies. Can eat things in Melee combat for a wound back on a 5+. When it explodes {{W40kKeyword|PSYKER}} units nearby take D6 mortal wounds rather than D3. The Dreadclaw hits you in the groin with 115 pts.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Kharybdis Assault Claw&#039;&#039;&#039; - Dreadclaw not have enough spikes? Ever wanted to field a model that weighs as much as its point cost? Well here you go! Seriously, it&#039;s like Forge World mails you a giant block of resin and you chisel it out and glue some pointy parts on (so that they know it&#039;s supposed to be Chaos). Having almost the same stats as a Dreadclaw (except BS4+, T8 and W16) but with more weapons/troop capacity/model weight and of course SPIKES. 325 pts gives you a flyer/drop pod that can carry 20 infantry into battle by either drop pod assault or like a normal transport. A fat 16 wounds and the ability to regain wounds on a 5+ after killing an enemy model in CC. In addition to the blade struts and thermal jet array that the Dreadclaw has, the assault claw can charge something that&#039;s Titanic, a vehicle, or a monster, and you have the option to instead use ONE Melta cutters attack, S16 AP-5 hitting on 2+ doing 2D6 damage. Additionally, to soften whatever you&#039;re​ about to forcefully-melta-sodomise, it&#039;s equipped with 5 Hvy 3 Storm launchers S6 ap-1.&lt;br /&gt;
**Maybe throw it at your opponent. The weight and extending spikes will bring about guaranteed victory! (And assault charges)&lt;br /&gt;
**Fill it with 20 Rubric Marines (2 units of 10) and drop them in turn 2 within Rapid Fire range for an auto-disembark.  light up anything you can with your sexy Inferno Bolt guns and some magic since you have 2 Aspiring Sorcerers and then try to make charges with this spiked Butt Plug to really assert your dominance.&lt;br /&gt;
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===Flyers===&lt;br /&gt;
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*&#039;&#039;&#039;Heldrake&#039;&#039;&#039;: AKA the Helturkey. No Hard to Hit, no Airborne, but that&#039;s not necessarily a bad thing, it still has Infernal Regeneration and it&#039;s robust, but not unkillable, and arguably better than later 7th Edition because due to loss of facing it&#039;s now a turret weapon again. A price drop has meant the Baleflamer is pretty much an auto-take at this point, as it costs the same regardless. The reason for this is that being a Daemon Engine the Heldrake has a terrible BS of 4+ and moving around bumps that to 5+ on Heavy weapons. Other than shooting, the Heldrake can be used effectively in melee; with 4 attacks, WS 3+, S7 AP -1 Dd3 claws, with a +1 to hit against &amp;lt;FLY&amp;gt;. This makes the Heldrake the best anti-&amp;lt;FLY&amp;gt; Flyer in the game as few flyers can fight back. Also being a unit with &amp;lt;FLY&amp;gt; means it can charge something and then fall back while still melting faces with daemonic fire. A supreme backfield nuisance or tool to shut down an opponents heavy guns for a turn, the drake can even fill the role of flying assassin against exposed enemy characters (though it will probably fail against any TEQ units). Keep in mind the bonus to hit also applies to Jump-Packs and Jet-Bike units.&lt;br /&gt;
**The lack of Aircraft rules cuts both ways. It can be charged by ground units, but it can also be used to pin down enemy units as they cannot fall back through its base like they can with Aircraft. Similarly, Knights and other Super-Heavy Walkers cannot fall back across it; watch your opponent flip the table when he realises cannot Fall Back with his Castellan through any of your units pinning it in combat because they all have weird keywords.&lt;br /&gt;
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====Forge World====&lt;br /&gt;
*&#039;&#039;&#039;Chaos Fire Raptor Assault Gunship&#039;&#039;&#039; - An very powerful flyer that looks immense and fits right into the lore of the Thousand Sons. It particularly benefits from the psychic buffs on a Thousand Sons army, too. Keep Prescience, Glamour of Tzeentch and Weaver of Fates cast upon it to maximise survivability and firepower. Also keep an aura giving HQ nearby to reroll 1s to hit. Avenger Gatling Cannon (10 s6 ap-2 damage 2 shots), Quad Bolter (24 s5 ap-1 damage 1 shots) and 4 Lascannon shots (S9 ap-3 damage d6, though you need to convert on the lascannons) are the best option, even if they bring the price up to 452 pts (Chapter Approved has been errataed, the base cost of the Fire Raptor is now 280 points without wargear, not 190). Hitting on 2s, rerolling 1s, this birdy will blow the opponent away.&lt;br /&gt;
** If you take this monstrosity then expect all of the DAKKA to target it on turn one. You might want to take Magnus as well so that one of them gets to survive, but be careful as this might cause an unsuspecting opponent to have a stress seizure and turn into a Chaos Spawn (though only if he/she have the appropriate reinforcement points).&lt;br /&gt;
*&#039;&#039;&#039;Chaos Storm Eagle Assault Gunship&#039;&#039;&#039; - Less useful for Thousand Sons as the transport aspect isn&#039;t too helpful. Dark Matter Crystal, Deep Strike Stratagem and the lack of melee capacity of Rubrics takes away the urgency for flying transport.&lt;br /&gt;
** Think of this baby as a flying Land Raider with double the transport capacity. While it&#039;s not as tough, it&#039;s way faster and can take the same weapons, Twin Heavy Bolters, two Twin Lascannons and a Vengeance Launcher  on top for a total of 10 points less than a Land Raider.&lt;br /&gt;
*&#039;&#039;&#039;Hell Blade&#039;&#039;&#039; - Courtesy of the Dark Mechanicus&#039;s warped minds comes one of the better anti-flyer units in the game. Only 130 points with twin helstorm cannons (Heavy 2 S6 AP-2 D3 and wound rolls of a 6 cause an additional mortal wound), with a 3+/5++ and Hard to Hit plus a +1 to hit against other units with {{W40kKeyword|FLY}}. Can swap its two Helstorm cannons for two Lascannons. With a 18&amp;quot;-60&amp;quot; movement that doesn&#039;t degrade as you take damage and a funky rule that allows it to pivot up to 90 degrees at the beginning AND end of each movement phase, you will be hunting enemy flyers in style. Pairs nicely with the stratagem Warpflame Gargoyles.&lt;br /&gt;
*&#039;&#039;&#039;Hell Talon&#039;&#039;&#039; -  Expensive at 240 points, but considerably tougher than its baby brother the Hell Blade with 12 wounds and T7 as well as its 3+/5++. In addition to the mandatory Helstorm cannon and twin Lascannon, you can choose between three (free) sets of bombs, all used at the end of the movement phase (see below). This is a flying Predator spending 70 extra points to get {{W40kKeyword|FLY}}, Hard to Hit, 20&amp;quot;-60&amp;quot; move, 5++, no penalty to move &amp;amp; fire Heavy weapons and a bomb that will likely do some Mortal Wounds to a unit you fly over.&lt;br /&gt;
**Pyrax incendiary bombs: The anti-infantry option. Once per battle, pick a unit you flew over and roll a d6 for each model in the unit up to a maximum of 20d6. Each 5+ (or 4+ if targeting infantry) causes a mortal wound.&lt;br /&gt;
**Warp-pulse bombs: Pick a unit you flew over and roll 3d6 for each vehicle or monster in said unit, or 1d6 for each other model, up to a maximum of 9d6. Results of a 5+ cause mortal wounds. In addition, the unit targeted is at -1 to hit and -1 leadership until the start of their next turn. &lt;br /&gt;
**Baletalon shatter charges: The demolition option. Pick a unit you flew over and roll 6d6 for each vehicle, building, or monster in said unit, or 1d6 for each other model, up to a maximum of 6d6. Results of 3+ cause mortal wounds. Pick this one.&lt;br /&gt;
*&#039;&#039;&#039;Xiphon Interceptor&#039;&#039;&#039; - A flyer that the Thousand Sons loved to pieces during the Heresy-Era, to the point that they replaced all of their other Interceptor-Fighters with it. A solid anti-air option. Like the Hell Blade, it has +1 to hit against {{W40kKeyword|FLY}} units, hitting on a 2+ against them at full wounds. It looks cheap from its points value, but once you tack on the two twin lascannons and the Soulstalker missile launcher (Heavy d3 autocannon with AP-2 and wound rolls of a 5+ cause a mortal wound in addition to normal damage), it is well over 200 points.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Chaos Land Raider&#039;&#039;&#039; - Make sure to make use of its transport capability, or you&#039;d get more out of a pair of las-Predators or one of the numerous other lascannon platforms. &lt;br /&gt;
**NOTE: while this &#039;&#039;can&#039;&#039; take a Combi-plasma, supercharging it will result in it possibly killing itself in one go. Land raiders are fairly useful for the Thousand sons as their large footprint allows them to cover a lot of space when used in conjunction with the warpflame gargoyles stratagem. Alternatively use the inferno bolts stratagem to buff the twin heavy bolter&#039;s AP.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Predator&#039;&#039;&#039; - It does Predator things. Split fire has buffed A LOT. has access to two very relevant stratagems and if you&#039;re going with tanks there are two major roles that a Predator can fill. Anti-tank, or anti-infantry (or to a lesser degree, both). Predators hold some extra value in a Thousand sons army as they typically lack heavy firepower, Pred&#039;s will be your go-to for Lascannon fire which will prove valuable if babysat by a sorcerer with prescience giving it +1 to hit and re-roll hit rolls of 1.&lt;br /&gt;
**For the anti-tank role, starting at 180 points, you can grab a las-pred armed with 4 lascannons. You can give it a combi gun of your choice and/or a havoc launcher if you have the spare points, but it is totally fine as is without them too. &lt;br /&gt;
***For the anti-infantry role, starting at a slightly cheaper 145 points, you can have the Dakka-pred armed with the much improved &amp;quot;predator auto cannon&amp;quot; and Heavy Bolters sponsons. Unlike the las-pred you are definitely going to want to spring for the Combi-X and Havoc Launcher so you will at least add 8 more points, totalling out at 153 points.&lt;br /&gt;
*** Predators having Split fire means you can mix N&#039; match the weapons layout and shoot each weapons at whatever its best optimized for. Unlike now, in previous editions doing so was a waste because ALL of your weapons had to fire at the same target. This would lead to frustrating situations where you had to chose between how you were going to waste 50% of your firepower... either by shooting your Heavy Bolters/Autocannon at armor they couldn&#039;t penetrate or by shooting the lascannons at troops. That said, mix N&#039; matching is generally still a bad idea. If you split your fire each round it usually means that you&#039;re not killing stuff fast enough, or at the very least slower than if you had specialized the pred into anti-tank or anti-infantry.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Vindicator&#039;&#039;&#039; - Heavily nerfed by the changes to blast weapons. A bit of a niche killing very heavy infantry and monsters. Far from useless however, for 125pts you get T8 and D6 Str10 Ap-3 D6 Damage shots. T5 and below infantry are going to suffer, and vehicles are going to take a beating from that much firepower. Benefits from combi-weapons and havoc launcher quite well, and a combi-melta supplements the Vindicator&#039;s anti-vehicle firepower nicely. Take it if you want something to spearhead a vehicular assault; the close range firepower will serve you well.&lt;br /&gt;
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*&#039;&#039;&#039;Daemon Engines&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Defiler&#039;&#039;&#039; - Here&#039;s the deal, the Defiler is exactly what you expect him to be, he&#039;s a big, stompy, killy daemon engine that will inevitably draw in a lot of enemy fire because of how dangerous he is. With vanilla wargear he clocks in at 158 points. Well priced and destructive. 14 wounds, T7, 5++ invuln, &#039;&#039;&#039;Strength 16&#039;&#039;&#039; melee attacks. Long and short-range firepower with the Battle cannon, Reaper autocannon/Twin heavy bolter and Twin heavy flamer. Smoke launchers for defense and regenerates 1 wound at the beginning of each of your turns. Effective at range and close up but with options to suit your need. Replace the Twin heavy flamer and Reaper autocannon with a Twin Lascannon and havoc launcher and ruin some vehicle&#039;s day or bring a Defiler scourge and trounce any units that try to jump you.&lt;br /&gt;
***The plethora of psychic powers that can make the fiends scarier can also be used on the defiler, making the Giant Enemy Crab Engine even &#039;&#039;&#039;MORE&#039;&#039;&#039; deadly and less susceptible taking massive damage in a weak spot.&lt;br /&gt;
**&#039;&#039;&#039;Fiends&#039;&#039;&#039; - Fiends were already a good choice in 7th edition and still are a good choice in 8th. They&#039;re durable (12 wounds, 3+/5++ and they regenerate one lost wound at the start of each of your turns) and very reasonable point-wise, they do however still suffer from their drawback of only hitting on a 4+ at the best of time. Either keep an Exalted Sorcerer close and/or target them with Prescience if you can. Fiends will be outshined by more dedicated units at their role, but they&#039;re a boon of Tzeentch if you need a solid, dependable unit to shore up your army with. Another fun thing the thousand sons can do is use the fiends (Or defilers) to play mad doctor due to the number of spells that can be used on them. want to turn a maulerfiend into the scariest close quarters monster ever? throw on any combination of Warptime, Prescience, Diabolic Strength Boon of change &amp;amp; the daemonforge stratagem. Want the forgefiend to cut down infantry like a machine gun against paper? give it Prescience, flickering flames, and the daemonforge stratagem, then watch the bodies hit the floor.&lt;br /&gt;
***&#039;&#039;&#039;Forgefiend&#039;&#039;&#039; - Or Dakkafiend. Comes standard with 2 Hades autocannons and a [[Nob|reinforced jaw to chomp harder on anything close-by]]. Can replace everything (including the jaw) with Ectoplasma cannons that have better AP but fewer shots.   Bring a pack of 2 of these things and watch them output a ridiculous amount of firepower on a target. &lt;br /&gt;
****Something worth noting, aside from being buffable by most of the dark hereticus, Tzeentch discipline &amp;amp; Change discipline psychic powers. The daemon engines have the benefit of being able to use both Daemonforge &#039;&#039;&#039;AND&#039;&#039;&#039; Blasphemous Machines, meaning if someone tries to jump on your forgefiend you can use blasphemous machines to use your 8&amp;quot; movement to retreat, reposition and still shoot back without losing out on ballistic skill. This is still assuming your opponent didn&#039;t get the charge off, but its still a useful stratagem to have in your back pocket. Forgefiends work best in an entrenched and fortified position, preferably with a lord to give rerolls without having to use Daemonforge, and a cannon fodder shield unit like cultists. Set them up in a position to take maximum advantage of their range, where you can easily keep them defended or sitting on an objective and I assure you they will put in some work.&lt;br /&gt;
****Despite the lacking ballistic skill of the Forgefiend, it is superior to other Heavy support choices like the Predator in different ways. The sheer volume of dice that can be thrown from this beast makes hitting the mark more likely despite the drop in ballistic skill, whereas missing shots on vehicles like Laspreds hurts ALOT. A Dakkapred doesn&#039;t have this problem, but the Forgefiend strikes an effective medium between having the strength to destroy vehicles AND the dakka for wiping hordes. Forgefiends are also much more durable due to +1 wound, 5+invuln, plus Infernal Regeneration, AND has access to powerful strats like Daemonforge. In other words, the Forgefiend is a fantastic ranged all-comer that has more powerful assets than other choices at the cost of ballistic skill. With the Daemon keyword, you can buff the Forgefiend&#039;s Hades autocannons with Flickering Flames to bring them up to lascannon Strength that deals 2 damage each.&lt;br /&gt;
****Never replace the hades autocannons with the ectoplasma.  The hades autocannons statistically equal or beat the ectoplasma against every combination of toughness/save up to 8/2+.  Plus, they have higher range and are cheaper.  Replacing the jaw is fine however as its your only ranged option.&lt;br /&gt;
****What buffs do normal CSMs wish they could put on &#039;fiends? Lords reroll 1s, Warpsmith D3 heals and Sorcerer prescience, right? Exalted Sorceror with Prescience and Temporal Manipulation can do all 3 of those buffs for 120 points.&lt;br /&gt;
***&#039;&#039;&#039;Maulerfiend&#039;&#039;&#039; - Or Choppafiend. They&#039;re still fast (10&amp;quot; base movement) and come standard with power fists and 2 Magma Cutters. Magma Cutters are considered Pistols with 6&amp;quot; of range now (S8, AP-3 D3 Pistols!), so the Fiend can start putting the hurt on a target right before they get into base to base contact and still shoot them in close quarters should they start the turn in combat. Pure win. They can also replace the pair of cutters with Lasher Tendrils for 1 less damage each and 6 extra melee attacks, trading punch against heavy targets for more attacks to mulch through infantry a bit quicker. Like the Forgefiends they work better in pairs and tag-teaming a target.&lt;br /&gt;
****This beast is basically a giant, well-disguised can-opener. It can and will crack ANY tank open in melee and eat it for breakfast, and the tendrils threaten infantry as well. On the downside, It gets slower and weaker as it takes damage, so it stops being scary at low wounds(though regeneration helps ALOT as the turns go by). It&#039;s FAST and can throw down with even dreadnoughts, but it struggles slightly with the unimpressive Weapon Skill of 4+ and with the MASSIVE attention it will draw from any opponent who prefers their tanks unmolested. Overall - not a bad choice. Should totally be a fast attack option. Whether it is better to take the magma cutters or the tendrils is up for debate, but THIS anon likes the tendrils more. Because if you spend a command point on Daemonforge, you get to reroll ALL of your melee attacks. All 10 of them. And they all have good AP.&lt;br /&gt;
*&#039;&#039;&#039;Mutalith Vortex Beast&#039;&#039;&#039; - Another import from Age of Sigmar, the MVB seems like a weird addition at first glance but it brings a surprising amount of buffs for something so ugly. Statistically, it is a close cousin to the Fiends, having +1 strength and +2 wounds but with only a 4+ armor save. It also shares the 5+ invul and the ability to regain a wound each turn, but lacks the mono-focus of its daemon-engine siblings. Instead, its main strength is the warp vortex special rule, which can buff your units or throw mortal wounds at the enemy. During your shooting phase, you can try to manifest a power by either picking one or have some FUN and roll randomly to get two. Even FUNNIER since you can GET THE SAME POWER TWICE AND YOU DON&#039;T NEED TO REROLL (until FAQ&#039;d). On a 2+, the power goes off, otherwise it fails. In combat the MVB can be very deadly, only held back by its weapon skill, but its two attack profiles (Betentacled Maw &amp;amp; Enormous claws) offer some flexibility, the maw grants you 3 hit rolls for each attack made with it instead of 1, giving you 12 attacks at full health albeit at strength user, AP-1, D1. Or you can use the claws which are only 4 attacks, but have the benefit of AP-2 and D2. Just be aware that the difficulty goes up to requiring a 4+ the more damage the Mutalith takes. Once it reaches half health however, the range of its powers doubles, but it also starts taking mortal wounds on a result of a 1. Also beware of its death throes, as it will explode dealing D6 mortal wounds to everything within 6&amp;quot;&lt;br /&gt;
*# Each enemy unit within 9&amp;quot; suffers a mortal wound. When the beast drops to 7 wounds, this power turns from a bomb into a supernova.&lt;br /&gt;
*# A Tzeentch unit within 9&amp;quot; gets +1 strength. &lt;br /&gt;
*# A Tzeentch unit within 9&amp;quot; gets to reroll charges. If they are within 1&amp;quot;, they fight first instead&lt;br /&gt;
*# A Tzeentch unit within 9&amp;quot; adds an additional -1 to the ap of their melee weapons&lt;br /&gt;
*# Enemy unit within 9&amp;quot; gets -1 leadership (max -3)&lt;br /&gt;
*# Roll 3 dice. For each 4+, the nearest visible enemy unit within 18&amp;quot; takes a mortal wound. It&#039;s like a smite your opponent can&#039;t stop.&lt;br /&gt;
**Notably, the buffs it hands out affect &#039;&#039;any&#039;&#039; friendly Tzeentch unit, not just Thousand Sons or Daemons. This opens up a number of combo options for assault units from the Vanilla Chaos codex.&lt;br /&gt;
***Potentially terrifying on Horrors.  Have a couple of Mutaliths give a 30-blob unit of Pink Horrors +2 Strength, cast Flickering Flames on the blob, and park a Daemon Prince (or just cast Prescience) and a Changecaster nearby (a Changecaster is dead easy to summon at 4 power, especially with the Sorcerous Pact).  Your weedy Pink Horrors are now putting out &#039;&#039;&#039;90&#039;&#039;&#039; S6 shots at a 3+ to hit and a +1 to wound.  Hello, target unit; goodbye, target unit.  It&#039;d only get uglier if there was a way to give their shots AP-1 or better, but we can&#039;t have everything.  This set-up is equally nasty on a large squad of Flamers; they have less range and less overall shot output (54 max in a squad of 9), but they&#039;ll be shooting at S7, not S6, come with AP-1, and they automatically hit (so no need for Prescience or a Daemon Prince).  &lt;br /&gt;
** because of its sub-par WS of 4+ but very high amount of attacks, the MVB is a prime target for spells like prescience, it can also buff itself with its own vortex powers of +1 strength, -1 AP or reroll charges if desperate, they also benefit greatly from any characters that provide reroll 1&#039;s to hit, just be careful of who is providing that aura, as anyone other than Magnus will be within range of its death throes should it die, and chances are high that anyone other than a daemon prince/primarch won&#039;t survive the blast.&lt;br /&gt;
**Another thing worth remembering is that the vortex powers stack if you either bring multiple beasts and choose the same power or randomly choose two powers for one beast and they end up being the same. This means that its totally viable to bring more than one beast and throw caution to the wind when choosing powers, you can end up stacking some very large buffs on certain units, or dish out a LOT of mortal wounds to enemies. They also have a 1CP stratagem they can use to randomly generate another power that auto-succeeds, meaning one beast has the potential to use three powers in one turn.&lt;br /&gt;
*** Doesn&#039;t have the &amp;quot;DAEMON&amp;quot; keyword oddly enough, Grey knights eat your hearts out?&lt;br /&gt;
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====Forge World====&lt;br /&gt;
&lt;br /&gt;
NOTE - You already know about how Hellforged Vehicles are awkward in this Army.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chaos Vindicator Laser Destroyer (Deimos Pattern Vindicator Laser Destroyer)&#039;&#039;&#039; - Use the Deimos Pattern Vindicator Laser Destroyer datasheet on page 8 of Imperial Armour Index: Forces of the Adeptus Astartes. It gains the Hellforged keyword and must replace all of its Faction keywords with the following: Chaos, Heretic Astartes, MARK OF CHAOS, LEGION. In addition, it gains the following ability: ‘Machina Malefica: At the end of each Fight phase, roll a number of D6 for this model equal to the number of models that were slain by it during this phase; for each dice that scores a 5+, this model regains one lost wound. This model cannot regain lost wounds by any other means.’&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Deredeo Dreadnought&#039;&#039;&#039; - Chaos finally got the Dorito Dreadnought! A lot of people have wanted this for a while and rightfully so, it kicks ass. The Butcher Cannon Array is a fantastic weapons platform with 36&amp;quot; Heavy 8 S8 AP-1 D2, -2 LD to any unit that takes casualties from it. The Ectoplasma Battery is less impressive, 24&amp;quot; Heavy 5, S8 AP-3 D3 and causes a mortal wound to the dreadnought on the roll of a 1 (booooo). A third option called Dual Malignatas Saker is 48&amp;quot;, Heavy 2 S* AP-5 D6, Roll 3d6 vs enemy LD, if it total equals or exceeds enemy L than the target model is wounded. I.e. choose Butcher Cannon Array. Greater Havoc Launcher is awesome at 48&amp;quot; 3D3 S6 AP-1 D1 that does not need LoS to shoot (heck yes!). Battle it out, then hide behind a rock when you have low wounds to stay relevant. Can eat things in melee combat on a 5+ to get a wound back. Has a 5++ against shooting/overwatch and a 4++ in melee. All friendly units within 5&amp;quot; have a 5++ save (mmmmmm), and a Helical Targeting Array which can be activated at the start of a turn, stopping you from moving, advancing or charging but adds 1 to its hit rolls against things with FLY. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead. And most of all remember, the cool ranch upgrade is better than the nacho cheese one. Has the Helbrute keyword.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Leviathan Dreadnought&#039;&#039;&#039; - Whatever was sacrificed in the name of Chaos to make these available... it was worth it. This super dreadnought is a monster and priced very well for what it does. T8 W14 A4 2+, comes with Siege claw (fist) and Siege drill (chain), Hellflamer (8&amp;quot;, Heavy d6, S5 AP-1 D2 which autohit), Butcher Cannon Array is a fantastic weapons platform with 36&amp;quot; Heavy 8 S8 AP-1 D2, -2 LD to any unit that takes casualties from it. Soulburner Ribaudkin is another arm option at 18&amp;quot;, Heavy 2d3 S- AP0 D1 which inflicts mortal wounds, Grav-Flux Bombard is your third option at 18&amp;quot;, Heavy D3, S9 AP-5 D2 which actually does D5 wounds against Vehicles, Monster, and Titanic while adding D3 attacks if the enemy target has 5+ models. It can eat people in melee and on a 5+ it gets a wound, it has a 5++ against shooting/overwatch and a 4++ in melee and gains +1 attack if you keep both arms as CCWs. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead. Has the Helbrute keyword. Take the Butcher Cannon array for anti-infantry or anti-light vehicle duties, although in that case, you might be better off with the Hellforged Deredeo. Not anymore. With how cheap the butcher cannon array has become, for 90 more points (about half the cost of a Deredeo Dreadnought) you get double the butcher cannon shots, higher Toughness and better armor save. The Soulburner Ribaudkin will make Storm Shield units cry with its 2D3 Mortal Wounds. Finally, the Grav Bombard is the (interestingly) take all comers option, which can do work against both blobs and heavy targets. &lt;br /&gt;
*&#039;&#039;&#039;Hellforged Land Raider Achilles&#039;&#039;&#039; - Your land raider on steroid with 2 twin multi-meltas and a massive soulburner bombard that has a range of 48&amp;quot; with 2D3 shots. Not only is it capable of dealing massive damage and mortal wounds, it has an inbuilt 4++ which can be buffed to a 3++ if you cast Weaver of Fates on it. You WILL lose friends playing it this way as I don&#039;t have to remind you twice how much of a pain in the arse a land raider with a 3++ is to get rid of. The only downsides are its increased cost and very limited transport capacity (6 infantry models).&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Land Raider Proteus&#039;&#039;&#039; - For a bit more points you get a LR with some fantastic additional abilities. Standard loadout but it can eat enemy units in combat to regain a wound on a 5+. You can choose to take an upgrade called Accursed Phylactery which lowers the transport size to 6, but gives you -1 ld to all enemy units within 9&amp;quot; as well as any unit Deep Striking within 12&amp;quot; must roll a D6 and on a 1 or a 2 suffers D3 mortal wounds. Interesting for sure. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Scorpius&#039;&#039;&#039; - Chaos finally gets a Whirlwind! Scorpius Multi-Launcher is going to do work at 48&amp;quot; Heavy 3D3 S6 AP-2 D2, shoot targets you cannot see. Can also get a Havoc Launcher, but you aren&#039;t going to do that since you want it hiding all game and shooting. Can eat people in melee on a 5+ to regain a wound, may fire twice in the next shooting phase if it did not move!!! This is going to be a Chaos MVP for sure. Has the Containment Breach rule, which punishes regular units with 2d3 mortal wounds within 6&amp;quot; and Psykers within 6&amp;quot; with D6 mortal wounds instead.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Sicaran Venator Tank Destroyer:&#039;&#039;&#039; The Venator trades the regular Sicaran&#039;s quantity of anti-skimmer shots for vehicle annihilation; it has a Malignatas Beam Laser, which is AP-5, Damage 2D6 and you roll 3d6 vs the target&#039;s Ld to wound. It has Undying Hatred, which lets it roll a 4th dice (discarding the lowest) to the Malignatas wound roll if it kills any model.&lt;br /&gt;
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===Lord of War===&lt;br /&gt;
*&#039;&#039;&#039;[[Magnus the Red]]&#039;&#039;&#039; - Magnus is definitely a beast, there is no doubt about that: 18 wounds, strength 8, toughness 7, 3+ armor and 4++. His Blade of Magnus is Sx2 AP-4 D3 and turns characters it kills into spawn (which you need to pay reinforcement points for.) Gets a bonus +2 to casting and deny which decreases with damage taken; that said, with Cabalistic Focus that shoots up to a +4, which may as well be an auto-harness in most situations. His Gaze of Magnus now buffs up his smites to D6 mortal wounds or [[rape|2D6 mortal wounds]] if you get a result higher than 11 (still a little bit more difficult to obliterate a whole terminator unit in 1 shot). He also spreads a re-roll hits of 1 and reroll any 1&#039;s rolled during a psychic test, to friendly Thousand Sons units within 9&amp;quot; of him. He can roll a D6 whenever he suffers a mortal wound caused by perils of the warp, on a 2+ he ignores the wound effectively giving him immunity to perils. Expect people to dump a lot of firepower into him very early to try and bring him down, as he is truly a terror if allowed to go unanswered and even worse if he gets a chance to buff himself up first. &lt;br /&gt;
**Surround him with Scarab Terminators or Rubric Marines though, and he&#039;s an amazing force multiplier. On the other hand, that&#039;s a waste of his close combat potential and you have plenty of other psykers to put on buffing duty. If you&#039;re using that setup, have him fly in first and then use him as an anchor for the Terminators so he can still contribute to the battle directly, as opposed to sitting on his crimson ass half the game.  &lt;br /&gt;
**Has access to THREE psychic tables for a total of 18 powers (6 Discipline of Tzeentch powers, 6 Dark Hereticus Discipline powers, and 6 Discipline of Change powers) to pick from plus smite.&lt;br /&gt;
***Magnus can take Weaver of Fates to relive the glory days of having a &#039;&#039;&#039;3++ invuln save&#039;&#039;&#039;, Glamour of Tzeentch to impose penalties against attackers, Gaze of Fate for free rerolls that don&#039;t require CP to use, and Temporal Manipulation to keep his health up far enough to keep damage tables from kicking in. Whichever ones he doesn&#039;t take, make sure somebody else does and have that guy cast it on Magnus. Diabolic Strength is also good on Magnus since it gives him &#039;&#039;&#039;8 STRENGTH 20 AP-4 DAMAGE 3 ATTACKS!!!&#039;&#039;&#039; (Kind of hilarious when you consider that he&#039;s punching harder than a freaking titan but only beating the average damage of a vanilla mortal commisar with a power fist by 1 point)&lt;br /&gt;
***Offensively, you have a good amount of options available that Magnus is more likely to pull off than your other units in addition to Smite. The most notable of these are Death Hex for stripping invulnerable saves, Infernal Gateway for hitting several units at once (and with his bonus, the extra damage is also more likely to trigger), and Doombolt for crippling units that rely on their speed.&lt;br /&gt;
***Warptime, when combined with his high movement, gives him a guaranteed turn 1 charge. With +2 to cast, the chances of it failing are slim at best.&lt;br /&gt;
**Consider reserving some points in your list for summoning in the Changeling (not hard to summon at PL 5) and keeping him close to Big Red. Magnus, as a daemon, can benefit from the Changeling&#039;s +6 feel no pain aura, making it harder for your opponent to blow Magnus off the table before he wrecks half their army single-handedly. That said, even with that and all his potential psychic buffs Magnus is still at risk of going down simply because of how much firepower your opponent will dedicate to getting rid of him. There&#039;s no shame in cutting your losses when that happens and making sure he brings down as many foes as he can before he&#039;s beaten.&lt;br /&gt;
**Having at least one [[Mutalith Vortex Beast]] can be useful at times. The best buff would be the +1 strength, but having the -1LD makes it easier for enemy units to fail morale tests. Having several close by can turn him into a complete monster, and the wounds they can cause will soften enemy units up to get wrecked by Magnus.&lt;br /&gt;
***Or consider the Mutalith&#039;s -1 AP buff on top of Magnus&#039; already-beastly AP -4 sword.  Combine that with Death Hex, and the only chance the enemy has not to get auto-Spawned is some kind of save-after-the-save (which, sadly, the wretched Death Guard are lousy with).&lt;br /&gt;
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====Forge World====&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Sokar Pattern Stormbird Gunship&#039;&#039;&#039; - Pretty much the largest flyer/transport/model Forge World offers next to titans. Damn expensive in points and tangible money alike, it can ferry the entire army onto the battlefield. Has like 8 lascannons, a host of various missiles and bombs, void shields, and a few heavy bolters here and there for flavor. The void shields can extend and overlap nearby troops 8&amp;quot; away that jumped out if it has hovered. Has 40 wounds, T9, a 5++ after the void shields.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Thunderhawk Assault Gunship&#039;&#039;&#039;&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Cerberus Heavy Destroyer&#039;&#039;&#039; - Jesus, this thing is expensive but nasty. So on top of the rules we&#039;ve seen for the other Hellforged tanks, this beast sports T9, 22 wounds, a 2+ save and can always shoot or charge even when falling back. It also hits at S8 from its infernal hunger and rolls D6 for its containment breach mortal wounds (2D3 against psykers). It can take two heavy bolters or lascannons for sponsons and havoc launcher or combi-weapon for the pintle blah blah blah - let&#039;s talk about that FUCKHUEG gun sticking out of the front of it. It slings 4 shots down a 6 foot range with AP-6 and dealing an eye-watering 5-10D per shot (aka, 4+D6). The fun part however is how it wounds - it doesn&#039;t have a strength characteristic but instead, you roll 3D6 and compare against your target&#039;s leadership; if you equal or exceed that value, the target is wounded. This means that on average, you will wound &#039;&#039;&#039;ANYTHING&#039;&#039;&#039; in the game, which then takes an average 7 damage at -6 to their armour. Oh hey, if you kill anything with this tank in the previous turn with any of your guns, you get to roll 4D6 and choose the highest 3. Obviously, wipe something weak and then focus fire on trouble spots.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Fellblade&#039;&#039;&#039; - Incredibly expensive, even more so due to the Chapter Approved points Hike it got, but still the Baneblade&#039;s exponentially meaner cousin, main cannon fires shells in 2 flavors, AE (your anti-everything shell), 2 shots strength 14 AP -4 and a flat rate of 6 damage per wound whatever you hit with this shell type will die. HE is anti-light/anti-MEQ with 2d6 shots strength 8 ap -3, one damage per shot makes it worthless for TEQ killing, 8 lascannons, 1 demolisher cannon and a twin heavy bolter round the arsenal out (not including your choice of combi-weapon or havoc launcher goodness), all-in all, keep this beast at around 48&amp;quot; range to get the most use out of at least half its weapons, good take for non-apocalypse games just don&#039;t expect to be having the room for any other expensive units.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Falchion&#039;&#039;&#039; - Incredibly expensive, but appears to be one of the best units in the game for deleting titanic targets (I imagine daemon primarchs too, before they&#039;re able to buff themselves, should you get first turn). 2d6 strength 16 shots, -5 AP, 2d6 damage. It&#039;ll wound anything T8 or lower on 2&#039;s, and the few T9 targets out there on 3&#039;s. Have a Sorc buff it with Prescience and keep a lord/DP around to re-roll 1&#039;s to make the target&#039;s death all but a foregone conclusion. 2 quad lascannons = 8 lascannon shots, plus a hull twin heavy bolter add to its already impressive firepower.&lt;br /&gt;
*&#039;&#039;&#039;Hellforged Mastodon&#039;&#039;&#039; - Have you ever wanted to transport 40 Marines at once while trashing flyers and generally being nigh-indestructible? Then the Mastodon is the LoW for you! With 30 wounds and a 5+ void shield, the Mastodon is a fucking tough nut to crack, made even more so if it somehow gets into the 6&amp;quot; range for its siege melta array&#039;s reroll to kick in.&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Spartan Assault Tank&#039;&#039;&#039; - Your super LR sadly got moved to the LOW slot, however it&#039;s not letting that get it down! T8, W20, Sv2+ and holding 25 Infantry it&#039;s going to deliver a lot of &amp;lt;s&amp;gt;paint&amp;lt;/s&amp;gt; hurt. Between 12-20w it moves 10&amp;quot;, dumping down to 5&amp;quot; at 6-11 and 3&amp;quot; at 1-5... it will likely delivery the payload without fail. Has Quad Lascannons or Two Laser Destroyers (you will want the Lascannons) and Twin heavy bolters. Can eat things in melee and on a 5+ it gains a wound back. At the end of the movement phase when units have disembarked from it, you have to roll a d6. On the roll of a 1, one model from the disembarking unit is slain (chosen by controlling player). OUCH! Didn&#039;t think you would get the super LR without a drawback did you? At least the rules let you count the dead guy towards your 5+ heal. It also can Fall Back and Shoot/Charge still. Has Containment Breach when it blows up, causing D6 mortal wounds on units within 2d6&amp;quot;, or if it&#039;s a psyker, 2d3 mortal wounds instead. It&#039;s hard to say if this is really worth it to take, you should probably just reach for a Kharybdis instead...&lt;br /&gt;
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*&#039;&#039;&#039;Hellforged Typhon Heavy Siege Tank&#039;&#039;&#039; - Your tank for when you absolutely need 1 unit dead. It comes stock with the infamous Dreadhammer Siege Cannon that dishes out 2d6 S10 AP -5 shots that each do 3 wounds on a failed save, starting at 2+ to hit. The randomness of the number of shots makes it ok at best for dealing with squads that are 10 man or more, but that shouldn&#039;t be your priority with this thing. You want to be shooting and those special prize units of 5 or fewer models or rival tanks. This brings us to our next point, wargear. It may also bring Heavy Bolter or Lascannon sponsons and you can give it a Havoc Launcher (if you have the points, just take the Lascannons). Its no slouch defensively either T9, 22 wounds, and a 2+ save will keep it on the board far longer than your enemy will be comfortable with. Oh and it regenerates wounds from Close Combat.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===The Crimson King===&lt;br /&gt;
The short and sweet of this tactic is easily summed up in these two words, BUFF MAGNUS!!! Take Magnus, Ahriman on disc and either daemon princes or an exalted sorcerer of disc (with High Magister trait for +1 to cast). Then, during the psychic phase, just give Magnus all the buffs you can (Glamour makes him -1 to hit, Weaver gives him +1 Invul, +2 Str/+1 A from diabolic strength, healing D3 wounds by Temporal Manipulation, etc). Magnus&#039;s 2D6 smite is your best weapon, even better than his stick - which even though is formidable, still only does 3D per hit. He can cast/deny 3/3 respectively, at default +2 to cast which can be improved by additional +2 (from Cabalistic focus) allowing him to 2d6 supersmite on 8+ roll. &lt;br /&gt;
&lt;br /&gt;
A recent tournament list used this very same tactic to a devastating effect by taking Magnus (with Smite, Infernal Gateway, Diabolic Strength), Ahriman on Disk (w/ Weaver of Fate, Temporal Manipulation, Warptime), High Magister Exalter Sorcerer on Disk (w/ Glamour, Prescience) and 9x Tzaangors Enlightened Bowmen w/ a Shaman. Everything moves as one, up the board while keeping all psykers within Magnus&#039;s 9&amp;quot; reroll bubble. At this point, order of casting becomes important. First, your Warlord casts Glamour on Magnus (and Prescience onto Tzaangors). Then Magnus casts his Smite (use Cabalistic focus for +2 to cast), Infernal Gateway, Diabolic Strength. Lastly, Ahriman casts Weaver of Fate, Smite (or Temporal manipulation if Magnus needs healing) and at the very, very, very end - Warptime to catapult a fully buffed Magnus in the direction of the enemy. On the charge, Magnus is at -1 to hit, with 3+ invul, and strikes with 9x Str20 Attacks at 3 damage each, hitting on 2+ (rerolling 1s). Meanwhile, the Psykers remain behind the Tzaangor Enlightened who spam autowounds on whatever Magnus didn&#039;t get a chance to tie up on a charge.&lt;br /&gt;
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***Keep in mind, Magnus (even when fully buffed) doesn&#039;t have the hitting power or the sheer resilience of Mortation - but when you take into account the mortal wound spam during the psychic phase it equals out the damage output. Keep an eye out for any enemy Null Zone or Death Hex casting characters, because while Mortarion is capable of surviving without his Invul, Magnus most probably will not.&lt;br /&gt;
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===Beastmen, Beastmen Everywhere===&lt;br /&gt;
A very cheap and affordable way of putting a lot of wounds on a target.&lt;br /&gt;
&lt;br /&gt;
Step 1: Take either Ahriman on Disk or a normal Exalted Sorcerer on Disk (make him Warlord, with High Magister for +1 to cast). Give him Prescience and Glamour of Tzeentch (both 7+ casting value at base, Ahriman and High Magister lower casting value to 6+). &lt;br /&gt;
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Step 2: Take a Tzaangor Shaman with Weaver of Fates (5+ casting) with a unit of 9x Tzaangor Enlightened with Bows.  &lt;br /&gt;
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Step 3: The Enlightened get 4+ Invulnerable (from Weaver of Fates), and become -1 to Hit (from Glamour of Tzeentch). The squad unloads 18 Str5 Ap-1 shots at 24&amp;quot;, hitting on 1+ (re-roll 1s thanks to Sorcerer) and auto-wounding on 4+ (Guided by Fate is subject to both +1 to Hit modifiers from Shaman AND Prescience).&lt;br /&gt;
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The result is a lot of autowounds on your target (irregardless of its Toughness!) ... and whatever doesn&#039;t autowound still hits at Str5 Ap-1 which is formidable. Your opponent will probably get their save, but with so many armor save rolls a good number will fail. This a fairly cheap and efficient way to shred wounds off of large, high toughness things like enemy Land Raiders, Russes, Transports, Knights without having to use Lascannons on them. Only in 40k universe can you absolutely murder an Imperial Knight with a volley of arrows from a bunch of flying birdmen. Keep in mind though, this doesn&#039;t mean you can&#039;t massacre anything T5 or below. After autowounds, you are still hitting with a good volley of Str 5 Ap-1 shots which is formidable against any hordes and MEQs. It&#039;s just that autowounding irregardless of Toughness makes the Enlightened fundamentally more dangerous to high toughness targets, so try to shoot big things first if you can. Thousand Sons army lists already suffer in the anti-tank/anti-monster heavy weapon department so it&#039;s always best to use any advantage we have in order to compensate for that deficiency.&lt;br /&gt;
&lt;br /&gt;
You can buff the squad by having a nearby Mutalith Vortex Beast cast Ephemeral Touch on the Enlightened to give them additional -1 Ap, but generally speaking there are better things to be using your Vortex Beast on than the squad Enlightened.&lt;br /&gt;
&lt;br /&gt;
===We Beastman now! ME SMASH!===&lt;br /&gt;
Almost offensively obvious but here we go: Winged Daemon Prince Warlord with Aetherstride, Dark Matter Crystal, two sets of malefic talons, Gaze of Fate, and Demonic Strength. 2x20 Tzaangors with Tzaangor Blades and Brayhorn. A Heldrake with Baleflamer, and some other psyker with Warptime and Gaze of Fate. Use Webway Infiltration (3CP) on the Tzaangor units. Deploy and move your units across the table. Drop the two Webway Tzaangors 9.001&amp;quot; away from the enemy. Use Dark Matter Crystal on the bearer). Place him alongside his Beastman. Use Warptime to get your Heldrake in, and Gaze of Fate. CHAAAARRRGEEE! BLOOD FOR THE ...Oh, wait. Wrong Chaos god. But you get the point.&lt;br /&gt;
*Without any additional buffs, your odds of making these charges are 41.67% for the Tzaangor units, 47.84% for the Daemon Prince, and 72.22% for the Heldrake; you can spend CP on re-rolling to raise the Tzaangors to 65.97%.  You have a 72.22% chance of having Gaze of Fate available to help with the charges, but that&#039;s unreliable as hell, since you can flub Gaze of Flame, and even if you don&#039;t, the re-roll might not help.&lt;br /&gt;
*Since you are completely based on a first turn Alpha Strike, if you fail your charge, all your units are exposed and probably at Rapid Fire Range. Basing your strategy on a single move is &#039;&#039;&#039;NOT&#039;&#039;&#039; a good idea if most of your units can be brought down in one hit.&lt;br /&gt;
*Let the Heldrake charge first and tie up those torrent flamers.&lt;br /&gt;
*Instead of the Drake (or in addition to it) Magnus might be used.&lt;br /&gt;
*Add a second HQ and a unit of Cultists for +3CP and backfield objective camping.&lt;br /&gt;
*Add Alpha Legion detachment. Infiltrate whatever you feel like: Berserkers? Possessed? Warpflamer Rubrics? Maybe bring some Obliterators and/or Terminators too?&lt;br /&gt;
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===Magic Nuke===&lt;br /&gt;
One of the new tactics you can employ thanks to the release of Ritual of the Damned. &lt;br /&gt;
Sick of that Tau, Guard, or Iron Hands player sitting in his castle every game? Take a Daemon Prince in a Cult of Magic detachment. Give him the new Cult of Magic WLT Devastating Sorcery, the new Relic Arcane Focus for a +1 to his psychic tests, and use Cabalistic Focus for +3. For this Daemon Prince from Hell, you&#039;ll want to take the psychic powers Infernal Gateway (WC8) from the Tzeentch discipline, Astral Blast (WC6) from Cult of Magic, and Gaze of Fate for insurance. Use any means at your disposal, whether it&#039;s the Dark Matter Crystal(You cannot actually use DMC on a DPoT unless he is the bearer.... In which case he does not have Arcane Focus so take your pick between mobility and more reliable Psychic tests), or Warptime slingshot, or whatnot to get him in position. Pick a really juicy target, particularly any large screen that could be within 3&amp;quot; of multiple enemy assets. Drone, Guardsmen, whatever. Cast everything: At +3 Infernal Gateway has a 83.3% chance of going off (27.8% chance of double MWs), Astral blast 97.2%, and Super Smite goes off at 41.7%. Thanks to the wording of Devastating Sorcery in the rulebook, not only is the main target taking an extra Mortal Wound with every power, so is every unit around him. Watch your target get obliterated by the blast of D6 + D3 + 2 Mortal Wounds, and everything 3&amp;quot; around him suffering D3+3, giving you a good chance of outright killing Characters caught in the blast, obliterating drones and putting a big hole in your opponent&#039;s castle to exploit. Keep your Daemon Prince screened and repeat until he is dead, and ignore any perils with a CP.&lt;br /&gt;
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A second delivery option is a Terminator Sorcerer with a chaos familiar, he is cheaper than a DPoT and can deepstrike innately. You will however have to use the Chaos Familiar stratagem to gain access to infernal gateway so you trade some pts for CP depending on your needs, with a familiar his first cast of the phase will be at +4 if you managed to pull this off and have him in range for Cabalistic Focus.&lt;br /&gt;
You can also give him Boon of Mutation and hope for the +1 to cast. While by no means reliable, it will give you a chance of +5.&lt;br /&gt;
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===The Psychic Phase Belongs to me and me Alone!===&lt;br /&gt;
If you want to prove to all of your (former)friends that the Thousand Sons are the undisputed masters of the psychic phase, then take 2 Thousand Sons detachments, make one of them Cult of Change for the Capricious Crest relic, make the other Cult of Mutation for the Attempted Possession psychic power, take a small detachment of Tzeentch Demons and squeeze in the blue scribes... The net result is -1 to psychic tests while within 12&amp;quot; of the scribes, another -2 to a psyker of your choice via attempted possession for a total of -3, change any 6&#039;s they get to ones via Capricious Crest and to top things off they lose access to any powers they fail while within range of the scribes for the duration of the battle, since you&#039;ve unlocked chaos demon stratagems by including a Chaos Demons detachment... Sprinkle demonic possession as desired.&lt;br /&gt;
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If you don&#039;t mind going multi-god, Fiends of Slaanesh have ANOTHER -1 to enemy Psychic tests, on top of locking enemy units in melee, and the Burning Chariot can take Chanting Horrors, giving you a total of -3 to cast from Daemons alone, -5 on the chosen character. Have fun as most powers will auto-fail.&lt;br /&gt;
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[[Category:Warhammer 40000 Tactics(8E)]]&lt;br /&gt;
[[Category:Chaos]]&lt;br /&gt;
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{{Warhammer_40k_Tactics}}&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
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		<title>Age of Darkness-Warhammer 30k/2.0 Tactics/Imperialis Militia</title>
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		<updated>2026-05-20T16:10:31Z</updated>

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{{Autism}}&lt;br /&gt;
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{{topquote|It is of paramount importance that the worlds of the Imperium shall [[Planetary Defense Force|look to their own defence]] [[Solar Auxilia|as well as the]] [[Space Marines|shield of Terra]] to protect them. They shall also look to the defence of the wider Imperium, [[Great Crusade|and the prosecution of such wars as the Emperor in his wisdom shall decree.]] [[Imperial Tithe|To this end, it will be the prime responsibility of every Imperial Commander]] to ensure the raising of a [[Your Dudes|militia according to the resources, rank and nature of their world…]]|[https://www.warhammer-community.com/wp-content/uploads/2023/04/j2TwD3c2AB8oLsVW.pdf Preface to the Lex Imperia Munuimenta]}}&lt;br /&gt;
&lt;br /&gt;
{{topquote|In return Mayvin Khelen, last Regent of Thramas, spoke a single word: &amp;quot;No&amp;quot;.|The Planetary Governor of [[Thramas]], after the [[Night Lords]] [[Thramas Crusade|demanded her unconditional surrender]]. [[Awesome|Followed by her captain general shooting the Night Lords Praetor in the face.]]}}&lt;br /&gt;
&lt;br /&gt;
This is the current tactics page for the Imperialis Militia in HH 2.0. The 1.0 tactics can be found [[Warhammer_40,000/Tactics/Imperial_Militia_and_Cults_(30k)|here]].&lt;br /&gt;
&lt;br /&gt;
==Why Play Imperial Militia==&lt;br /&gt;
*&#039;&#039;&#039;Pros&#039;&#039;&#039;&lt;br /&gt;
**Insane customisation. This list covers nearly everything from Squats, Mutants, Mech Guard stand-ins, Death World Cavalry, WW1 artillery armies, and pretty much whatever else you can imagine, often in combination. Want Ogryns as Troops? You can have them in cyborgs, mutant, alchem, or bestial varieties. The same applies to pretty much every other unit type. &lt;br /&gt;
**CHEAP! The cheapest unit comes in at 2 points per model, even the vehicles come in at a discounted price compared to other armies. You can be quite certain that you will always have the numerical advantage.&lt;br /&gt;
**Lots of variety in ranged weapons, with many of the standard options being rather good, or in some ways useful. In particular, you have access to &#039;&#039;Pinning&#039;&#039; and/or &#039;&#039;Concussive&#039;&#039; weapons for multiple units in every slot. With so many guns you are likely to be able to force at least one check every turn.&lt;br /&gt;
**There are more choices for melee armies this edition. But even with the new melee options, the dangers of melee combat are seriously dire for you.&lt;br /&gt;
**None of your vehicles confer any victory points for their destruction. With the right Provenances it is possible to spam disposable Leman Russes, Rhinos, and/or Land Raiders. Added with the extra irony of your Superheavies not being worth anything to your opponent.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Cons&#039;&#039;&#039;&lt;br /&gt;
**Low Leadership everywhere. Which gets even worse when you factor in &#039;&#039;Militia&#039;&#039; sub-type. Everything with a Ld value generally runs at the drop of a hat, and if it&#039;s anything more serious than that, don&#039;t expect them to come back. &lt;br /&gt;
**Your &#039;&#039;Third Line&#039;&#039; vehicles are more easily penetrated, and don&#039;t have especially good options either. Generally coming as lesser versions of existing vehicles.&lt;br /&gt;
**Almost a total lack of &#039;&#039;Skyfire&#039;&#039; options means that if your opponent takes lots of flyers you are going to be completely outclassed. Your only source of Skyfire suffers from the above problem of being a third-line version of a flyer that is better in other armies.&lt;br /&gt;
**You have no Dreadnoughts, and your options of dealing with them are limited. Even tarpitting is less valuable of an option now.&lt;br /&gt;
**New Necromunda and IG models shoehorned in made some of the older ones invalid, unless your friends allow you to proxy Cargo-8 Hauler with an Aurox.&lt;br /&gt;
&lt;br /&gt;
==Warlord Traits==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ruthless Tyrant:&#039;&#039;&#039; The Warlord gains a special form of &#039;&#039;Fear (1)&#039;&#039; that lets them affect friend and foe alike. If a friendly unit Falls Back while affected by this &#039;&#039;Fear (1)&#039;&#039;, you can sacrifice D6 models or a model in a &#039;&#039;Monstrous&#039;&#039; sub-type unit to keep them in place. Grants an additional Reaction in the Assault phase.&lt;br /&gt;
**Turns your Warlord into an IC-sized Discipline Master, also letting you mitigate the &#039;&#039;Militia&#039;&#039; sub-type and its restrictions against Regrouping while under half strength; since you automatically pass the Morale check by [[Blam|shooting D6 models]], you don&#039;t Fall Back in the first place and thus don&#039;t need to Regroup.&lt;br /&gt;
*&#039;&#039;&#039;Merchant Princeling:&#039;&#039;&#039; All of the Warlord&#039;s weapons are now &#039;&#039;Master-crafted&#039;&#039; and must deploy attached to a &#039;&#039;Militia&#039;&#039; sub-type unit. This unit - his &#039;&#039;Lifeguard&#039;&#039; - gains the &#039;&#039;Heavy&#039;&#039; sub-type and can re-roll 1s To Hit, but now your Warlord may never leave them. Make sure that this squad won&#039;t ever run away. Grants an additional Reaction in the Assault phase.&lt;br /&gt;
**Re-rolling 1s means you&#039;re incentivized to do two things: get bigger guns and improve the BS of whatever your &#039;&#039;Lifeguard&#039;&#039; is. Good thing you have two Provenances that let you do exactly those.&lt;br /&gt;
*&#039;&#039;&#039;Beloved of the People:&#039;&#039;&#039; If the Warlord dies, the entire army gets a big sad-on with a +1 to WS and S as well as &#039;&#039;Feel No Pain (4+)&#039;&#039; until the &#039;&#039;&#039;end&#039;&#039;&#039; of the owner&#039;s &#039;&#039;&#039;next&#039;&#039;&#039; player turn, potentially giving two turns of awesomeness. Normally grants an additional Reaction in the Shooting phase, but lets you take an additional Reaction in the Assault phase instead after the Warlord dies.&lt;br /&gt;
**Not as bad as it sounds, as the Force Commander is good for nothing except Compulsory HQ and granting Provenances, so unlike the White Scars trait granting &#039;&#039;Fearless&#039;&#039; to everyone who sees the Warlord die, you&#039;re not losing some tricked out melee character. &lt;br /&gt;
*&#039;&#039;&#039;Marcher Lord:&#039;&#039;&#039; Gains &#039;&#039;Battle-hardened (1)&#039;&#039;; in a &#039;&#039;&#039;pure&#039;&#039;&#039; Imperialis Militia army, this also makes the entire army immune to &#039;&#039;Fear (X)&#039;&#039; because you&#039;re a [[Meme|strong and independent Planetary Governor who don&#039;t need no Imperium]]. Keeping your Warlord alive also lets you auto-pass your first Pinning check each turn as well giving an additional Reaction in the Shooting phase. &lt;br /&gt;
*&#039;&#039;&#039;Connoisseur of Alien Curios:&#039;&#039;&#039; Once per turn, you can have the Warlord roll a D6 to activate a special randomized result:&lt;br /&gt;
**&#039;&#039;&#039;1:&#039;&#039;&#039; &#039;&#039;Instant Death&#039;&#039; self-destruction, coupled with a nuclear blast that automatically hits &#039;&#039;&#039;every&#039;&#039;&#039; unit, friend or foe, within 12&amp;quot; of the Warlord for D6+1 S8 AP4 hits.&lt;br /&gt;
**&#039;&#039;&#039;2-3&#039;&#039;&#039;: A single unit, friendly or enemy, within 12&amp;quot; and LoS of the Warlord suffers D6+1 automatic hits at S8 AP4 with the &#039;&#039;Deflagrate&#039;&#039; rule. If there are no units within 12&amp;quot; and LoS of the Warlord, then the Warlord must take the hits.&lt;br /&gt;
**&#039;&#039;&#039;4-5:&#039;&#039;&#039; &#039;&#039;Rage (2)&#039;&#039; and &#039;&#039;Furious Charge (2)&#039;&#039; for the Warlord and his squad for the rest of the game turn.&lt;br /&gt;
**&#039;&#039;&#039;6:&#039;&#039;&#039; Permanent &#039;&#039;Eternal Warrior&#039;&#039; and &#039;&#039;Feel No Pain (4+)&#039;&#039; with future rolls of 6 boosting Strength and Toughness to a maximum of six. Grants an additional Reaction in the Movement phase.&lt;br /&gt;
**While your Force Commander can get 3++ and can reliably survive the self-destruct, it &#039;&#039;can&#039;&#039; and &#039;&#039;will&#039;&#039; rout huge chunks of your army, while Astartes, Custodes and Sisters opponents simply get their 3+ save. It&#039;s also pretty unreliable as a source of melee buffs, as you only get the unit-wide buff a third of the time. Think very carefully about taking this one.&lt;br /&gt;
*&#039;&#039;&#039;Robber Baron:&#039;&#039;&#039; The Warlord&#039;s unit gains +1 Strength on a turn where they charged. Instead of Sweeping Advances, you MUST roll a D6 and, on a 4+, the unit scores you D3 VP. Grants an additional Reaction in the Movement phase.&lt;br /&gt;
**The value of this varies, as it&#039;s fundamentally a melee trait in an army that, barring Provenance buffs, wants to be as far from melee as possible and where the two units with AP melee either don&#039;t benefit from bonus Strength (Lance Cavalry) or can&#039;t normally be joined by ICs (Ogryns).&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Militia Sub-type:&#039;&#039;&#039; All of your units have this, and it&#039;s not good. Units that are below half their starting number of models that begin to Fall Back will never be able to Regroup. They just keep going back until they leave the table. Stack up on the Ld bonuses and re-rolls; you&#039;ll need them.&lt;br /&gt;
**A unit that is Falling Back that is charged by the enemy is simply removed, without any further Leadership test being taken, regardless of the remaining number of models.&lt;br /&gt;
**A unit locked in close combat, that is charged by &#039;&#039;another&#039;&#039; unit, has to test Morale or will immediately begin Falling Back as if it had lost combat, while also being subjected to Sweeping Advances.&lt;br /&gt;
*&#039;&#039;&#039;Mechanised Sub-type:&#039;&#039;&#039; A bit of an oddball mix of Infantry and Dreadnought. All &#039;&#039;Poisoned (X)&#039;&#039; and &#039;&#039;Fleshbane&#039;&#039; attacks must re-roll To Wound, as do any &#039;&#039;Armourbane (X)&#039;&#039; attacks. Like a dread, it can fire Heavy and Ordnance weapons after moving and can charge after shooting. They can also be affected by &#039;&#039;Haywire, Battlesmith (X),&#039;&#039; and &#039;&#039;Detonation&#039;&#039; like one.&lt;br /&gt;
*&#039;&#039;&#039;Third-Line Sub-type:&#039;&#039;&#039; Given to most of your tanks, and it&#039;s not good either. Any Glancing Hits are now considered Penetrating Hits, which is terrible. Your only consolation is that losing these tanks doesn&#039;t give your enemy VPs.&lt;br /&gt;
&lt;br /&gt;
===Provenances of War=== &lt;br /&gt;
[[File:HH2 Provenances Chart.png|thumb|centre|800px|]]&lt;br /&gt;
This is where the modelling opportunities for this army come from. Your Force Commander can take [[Awesome|(no points cost anymore)]] up to two Provenances of War that apply their effects on any model in the Detachment with the &#039;&#039;Militia&#039;&#039; sub-type that does not also have the &#039;&#039;Mechanised&#039;&#039; sub-type; in other words, your Infantry and Cavalry, unless the Provenance specifies otherwise.&lt;br /&gt;
&lt;br /&gt;
They can all massively impact the rest of the army and can radically change the army build and the options you can take. Some Provenances lock you out of certain things or are mutually exclusive with one another, but some also allow units to buy their own unique options. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Warrior Elite&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Planetary Governor actually gave half of a shit about training his private army. Of course, in a game where Space Marines are the main faction, humans can only get so &amp;quot;elite&amp;quot;, but it&#039;s a good Provenance simply because it helps with your units&#039; greatest weakness; namely, them running for the hills at the first opportunity. Same old Provenance as in 1.0, but you need the Ld buff now more than ever.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible units gain +1 Ld &#039;&#039;(to a maximum of Ld9)&#039;&#039;.&lt;br /&gt;
***Very simple, very good. In the grim darkness of the far future, you want to give your army as much encouragement as possible to stay on the field. This means your Discipline Masters are Ld9 and can re-roll it with &#039;&#039;Instil Order&#039;&#039;, [[What|so you&#039;re even harder to rout than Space Marines]].&lt;br /&gt;
***Alternatively, this is a great way to improve morale for Allied Detachments of Militia, who can&#039;t take Discipline Masters due to Force Commanders being the only HQ choice without &#039;&#039;Support Squad&#039;&#039; and you only having one HQ slot in the Allied Detachment.&lt;br /&gt;
**Grenadiers lose the &#039;&#039;Support Squad&#039;&#039; rule, allowing them to be taken as Compulsory Troops. &lt;br /&gt;
***Grenadiers also benefit from several other Provenances, so this is always an easy go-to combination option if you want good Grenadiers without having to pay Troops taxes on other units first.  &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Levy Squads gain the &#039;&#039;Support Squad&#039;&#039; rule. &lt;br /&gt;
***Not a downside, as you already took Grenadiers as Compulsory Troops. Even if you didn&#039;t, you took Infantry Squads anyway because Levy Squads don&#039;t have &#039;&#039;Line&#039;&#039;, so you probably have enough units to fulfill the Compulsory Troops tax regardless.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Legacy of the Great Crusade&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The planet was settled by a regular Imperial Army unit during the Great Crusade and their descendants have retained some of their skills. Not particularly good on its own, as it does nothing for anything other than your &amp;quot;elite&amp;quot; infantry, but can help other Provenances (read: &#039;&#039;&#039;Warrior Elite/Armoury of Old Night&#039;&#039;&#039;) become very powerful. That said, it carries no downsides other than possible clashes with other Provenances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Grenadiers, Command Cadres, and Discipline Masters gain BS4.&lt;br /&gt;
***Lets your elites match Space Marines/Veletaris in marksmanship. Not very significant with the stock lasgun, but it becomes better with the stubcarbines or bolters, while getting downright disgusting with &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;. &lt;br /&gt;
**The Force Commander gains Initiative 5.&lt;br /&gt;
***Not particularly useful because your Force Commander should never be in so much as spitting distance of the enemy. However, if his attached unit (read: allied unit) has &#039;&#039;Hit &amp;amp; Run&#039;&#039;, you can roll it against his I5 and re-roll it with a cyber-familiar, which is basically an auto-pass. Moreover, if for whatever reason you really want him in melee, he now hits before Space Marine sergeants, which is something.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Clanfolk Levy&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In game terms: [[White Scars|The world has a]] [[Attilan Rough Riders|strong mounted tradition]]. In real life terms: in [[Warhammer Fantasy]] you played [[Bretonnia]], or you were that one crazy bastard who ran [[Warhammer_40,000/7th_Edition_Tactics/Imperial_Guard/Death_Korps_of_Krieg_Siege_Regiment#Krieg_Death_Rider_Squadron|the Krieg Death Rider Squadron FOC in 7th]], [[Grognard|and you miss your old army.]] As you&#039;ll almost definitely be spamming Cavalry, pairing this with either &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; or &#039;&#039;&#039;Debased Rabble&#039;&#039;&#039; for the bonuses To Hit is almost mandatory. Of course, you can have ranged weapons on your cavalry, but why didn&#039;t you just take infantry if you wanted to spam guns? &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Cavalry Squads can be taken as Compulsory Troops, where they gain +1 Ld. &lt;br /&gt;
***No &#039;&#039;Line&#039;&#039; sub-type, so you have to take something else to take objectives. That said, this opens up taking Grenadiers, as you already filled the Compulsory slots. Infantry Squads are dirt cheap and come at up to 3 squads per slot anyway, so don&#039;t worry about being unable to take &#039;&#039;Line&#039;&#039; units. &lt;br /&gt;
**Four extra Fast Attack slots, which you can only use to take Cavalry Squads.&lt;br /&gt;
***Lets you take Cavalry without giving up your ability to take aircraft/Sentinels. Not a downside, as there&#039;s no requirement whatsoever to make use of the four extra slots.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Gene-crafted&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
GM soldiers, except instead of Space Marines or 1.0&#039;s +1S/I, [[Fail|you get a crapshoot]] because the designer was some random Dark Age of Technology/Age of Strife scrub and not the [[Emperor]]. You roll a D6 for every eligible unit you have, and you get...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**On a 2-5, the unit gains their choice of the &#039;&#039;Fleet (2), Move Through Cover,&#039;&#039; or &#039;&#039;Night Vision&#039;&#039; special rules.&lt;br /&gt;
***Kind of a no-brainer, as Night Fighting is determined before deployment, while you roll for this after deployment. If it&#039;s at night, give your long ranged units &#039;&#039;Night Vision&#039;&#039;. Otherwise, choose between the other two depending on how open the table is.&lt;br /&gt;
***Remember, your other units DON&#039;T get this. Your tanks still can&#039;t see further than 24&amp;quot; at night, nor can your Lascannon Sentinels.&lt;br /&gt;
***This advice changes if you&#039;re fighting Night Lords, particularly if they&#039;re running their &#039;&#039;&#039;Terror Assault&#039;&#039;&#039; Rite. Given those bastards can potentially extend Night Fighting until turn 3 ends, give &#039;&#039;Night Vision&#039;&#039; to everyone who doesn&#039;t have a Nuncio-vox.&lt;br /&gt;
**On a 6, the unit either gains &#039;&#039;&#039;ALL&#039;&#039;&#039; of the special rules from a result of 2-5, or the choice of &#039;&#039;Relentless, Stubborn,&#039;&#039; or &#039;&#039;Adamantium Will (6+)&#039;&#039;.&lt;br /&gt;
***&#039;&#039;Stubborn&#039;&#039; is great for obvious reasons.  If you&#039;re lucky enough to get this on a unit with tons of Heavy weapons, give it &#039;&#039;Relentless&#039;&#039;. Melee units can benefit from taking all three rules from the 2-5 range, as &#039;&#039;Move Through Cover&#039;&#039; and &#039;&#039;Fleet (2)&#039;&#039; can let them get into combat much more easily. Just don&#039;t take &#039;&#039;Adamantium Will (6+)&#039;&#039;; a 6++ save is worthless.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**On a 1, the unit starts the game Pinned (regardless of unit types or other rules that would normally prevent Pinning), while units Embarked on vehicles immediately Disembark and are still Pinned. Sucks to be them. Units in Reserve suffer no ill consequence.&lt;br /&gt;
***Take duplicate units, so that you don&#039;t get screwed over because that one unit you really need in action (Fire Support Squad, Cavalry, etc.) is Pinned.&lt;br /&gt;
***You can overcome this by buffing your Ld. Discipline Masters are the obvious choice, but Warrior Elite can also help your units get back on their feet.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Cyber-augmetics&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The cyborg army, which is tougher and slower than most mortals. Generally pretty good, as your ranged army doesn&#039;t really mind losing the ability to Run.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models get &#039;&#039;Feel No Pain (6+)&#039;&#039;. An interesting change from 1.0&#039;s 6++; you get tougher against small arms because you get to use &#039;&#039;Feel No Pain (6+)&#039;&#039; in addition to your armour save, but you have zero protection against the big guns.&lt;br /&gt;
***Lets you skip taking Medicae, and moreover gives it to units that couldn&#039;t take Medicae to begin with, like Ogryns and Cavalry. Otherwise, you also save 12 points per squad you would have attached a Medicae to, which is never a bad thing.&lt;br /&gt;
***Also good with Kinfolk Helots, as your models will get their &#039;&#039;Feel No Pain (6+)&#039;&#039; against all of the rapid-fire S6 and S7 weapons out there.&lt;br /&gt;
**Mechanicum become &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039;.&lt;br /&gt;
***Lets you cross your units over with buffs from Mechanicum allies. Archmagos Draykavac can provide a much better version of the &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; Warlord Trait to mitigate the Militia&#039;s perennial morale issues, while the &#039;&#039;Opus Viscera&#039;&#039; ability from the &#039;&#039;Lacyraemarta&#039;&#039; High Techno-arcana now allows your &#039;&#039;Battlesmith (X)&#039;&#039; units to &amp;quot;repair&amp;quot; Ogryns!&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All eligible models get &#039;&#039;Slow and Purposeful&#039;&#039;.&lt;br /&gt;
***Calling this a limitation is somewhat an exaggeration, as your units want to shoot anyway and thus don&#039;t Run to begin with. However, your melee units will miss it, and your units generally could shoot on the move anyway due to using Assault/Rapid Fire weapons, so you lose the ability to Run for nothing.&lt;br /&gt;
***Actually becomes a buff when paired with Armoury of Old Night, given it completely negates the lasrifle&#039;s Heavy type as well as all of the cool Heavy weapons available to Grenadiers and Command Cadres. Similarly, it&#039;s actually really good on Fire Support Squads and Field Gun Batteries; you still only get 4&amp;quot; Movement, but it&#039;s better than having to fire Snap Shots.&lt;br /&gt;
***Be careful calling this a buff. It’s not an exaggeration calling this a limitation at all. You can’t run or sweeping advance, which you can build around but still kinda suck regardless, but what is a big deal is the fact that “slow and purposeful” removes your army’s ability to react. Keep this in mind, as losing the ability to interact with a core mechanic sucks and it will catch you out. If you have allies to use those reactions, or you are the allies, this is less of an issue but it is very important to keep in mind regardless, particularly if your sole experience with tabletop is 2.0 and you&#039;ve thus never played without Reactions before.&lt;br /&gt;
***Lets you charge after firing your Rapid Fire weapons. Could actually make bayonets a competitive choice.&lt;br /&gt;
&lt;br /&gt;
**This Provenance cannot be combined with &#039;&#039;&#039;Gene-crafted&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Alchem-jackers&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The 30k [[Penal legion]] returns from 1.0, whose battle worthiness is ensured via copious consumption of [[Drugs]]. Given how poor Imperialis Militia leadership is in general, this is better than it sounds. Discipline Collars are no longer a thing, so remember to take Discipline Masters. Has no downsides, so take this when in doubt.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Units do not suffer negative penalties to Leadership in the Assault phase.&lt;br /&gt;
***Lets your Discipline Master units survive one more round of combat with that Assault Squad, as you can test on his base Ld8 no matter what, and then re-roll it. Doesn&#039;t actually make you any better in close combat, so don&#039;t get overconfident.&lt;br /&gt;
***Complements &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; well, as that works during the Shooting and Movement phases. Your army&#039;s incredibly brave, [[Grimdark|if only because they&#039;re drug fiends who will get shot in the head the moment they try to run.]]&lt;br /&gt;
***Oddly good with Warrior Elite, as your pseudo-&#039;&#039;Stubborn&#039;&#039; benefits a lot from higher base Ld.&lt;br /&gt;
**If a unit fails a Morale check in the Shooting phase and still has over half their models, they are Pinned instead of Falling Back. If they lose more than half, they Fall Back as per normal.&lt;br /&gt;
***Mitigates the &#039;&#039;Militia&#039;&#039; sub-type, as your unit won&#039;t get wiped out on being charged while Falling Back if they weren&#039;t Falling Back to begin with.&lt;br /&gt;
***Remember that Cavalry and Monstrous units (Ogryns) cannot be Pinned, so this Provenance renders those types virtually immune to Morale in the Shooting phase (at least until they drop below half models).&lt;br /&gt;
**&#039;&#039;&#039;Frenzon:&#039;&#039;&#039; [[Eversor|Roid rage,]] represented by units being able to buy &#039;&#039;Furious Charge (1)&#039;&#039; for 25 points. As most of your units are behind their opponents in terms of WS, Strength, and Toughness, this merely closes the gap for one Assault phase.&lt;br /&gt;
***You can capitalise on this with &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; for added Weapon Skill and chainaxes for even more strength and accuracy for that charge. Though the costs add up quickly, remember that even a baseline human with WS 4, &#039;&#039;Furious Charge (1)&#039;&#039; and a chainaxe with sidearm will be getting 3 attacks on the charge at S5 with &#039;&#039;Shred&#039;&#039;. Yes, they&#039;ll still be I3, but if you take shotguns on another unit (or give them to Grenadier Squads), with luck you&#039;ll be hitting on 3s and getting hit on 5s while wounding on 3s with re-rolls. That means your buck standard 20-man Infantry Squad just killed almost &#039;&#039;&#039;12 marines&#039;&#039;&#039; (not accounting for the 2-3 casualties you&#039;ll take when they strike first)... and it only costs you 155 points for that squad. Throw them at the similarly costed 10-man Tactical Squad with bolters and watch your shitty mortals [[What|beat Marines in CQC]]... as long as they don&#039;t die horribly on Overwatch (13 dead Militiamen on average before you swing). But you took Kalliope mortars and snipers for that, [[Cheese|didn&#039;t you?]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Survivors of the Dark Age&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Your army is from a world with tons of Dark Age of Technology equipment. Suffered a big change from last edition with its weapon upgrade aspect spun off into a whole other Provenance and the armour upgrade being gone entirely. That said, considering how powerful it was and how Provenances don&#039;t cost anything now, it is only reasonable. While it has no drawbacks, it also confers no inherent benefits, instead giving you a bunch of upgrades. Unless you have a specific plan, this isn&#039;t a very good idea. If you do, however, it suddenly becomes the Legions&#039; Armoured Spearhead Rite of War but for humans.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039; &lt;br /&gt;
**10-man Grenadier Squads and Command Cadres can take Rhinos, Termite Assault Drills, and Land Raider Proteus Carriers as DTs. &lt;br /&gt;
***Considering that the army doesn&#039;t have any Dedicated Transport options any more, this Provenance could be worth it on that point alone. However, those vehicles gain the &#039;&#039;Third-line&#039;&#039; sub-type and drop their BS to 3, while not receiving any kind of discount for the downgrades. Still, it allows for mass deployment of Land Raiders that even some Astartes armies cannot afford thanks to the lower taxes that need to be spent on mortal units.&lt;br /&gt;
***Easy access to Land Raiders as Dedicated Transports is a solid alternative to taking &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039; if you want an armour-focused list. AV14 all around is still a tough nut to crack even with &#039;&#039;Third-line&#039;&#039;, and the Militia list otherwise lacks platforms for lascannons that can stand up to concentrated firepower. Since you can still charge after jumping out of Land Raiders, this is also a good option for melee-oriented lists needing a way to deliver chainaxe-wielding Grenadiers right into your opponent&#039;s face. &lt;br /&gt;
***&#039;&#039;Third-line&#039;&#039; Rhinos will explode from a stiff breeze, but they&#039;re a cheap and perhaps more importantly &#039;&#039;small&#039;&#039; transport option compared to the Cargo-8s in the Fast Attack slot. They can also mount weapons like multi-meltas to provide some firepower that can catch an opponent off guard, but be aware that this almost doubles the Rhino&#039;s price.&lt;br /&gt;
**&#039;&#039;&#039;Voidjumpers:&#039;&#039;&#039; For an extra 20 points, your Recon Squads using this Provenance can be given Militia jet packs, granting them a 12&amp;quot; move range that ignores terrain. They also swap their weapons for two laspistols or two autopistols, the latter of which gives them the firepower of a full 20-man lasgun squad. While the added mobility is nice, especially on &#039;&#039;Light&#039;&#039; Infantry that can already &#039;&#039;Infiltrate&#039;&#039;, they remain fragile guardsmen, and that weapon swap puts them perilously close to literally everything that can take them out. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Armoury of Old Night&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Where Survivors of the Dark Age is about how the world the army is from managed to keep all of its advanced vehicles and equipment, this one is about all of the insane weapons the world needed to survive the Age of Strife. While it really only improves your infantry&#039;s ability to shoot other infantry, it does so on an incredible level, all at no downside except Provenance clashes. As long as you&#039;re building a ranged army, this is always worth it and almost always an auto-take.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;  &lt;br /&gt;
**All eligible models may replace their lasgun with a lasrifle for free. &lt;br /&gt;
***This limits mobility somewhat, but extends their 2-shot range to 30&amp;quot; and grants them a S6 alternate firing mode. Suddenly, &#039;&#039;&#039;every&#039;&#039;&#039; soldier in the army becomes a threat to nearly everything for no additional cost.&lt;br /&gt;
***As mentioned earlier, Heavy becomes irrelevant if you took Cyber-augmetics.&lt;br /&gt;
**&#039;&#039;&#039;Relic Arms:&#039;&#039;&#039; For an additional cost of 30 points per unit, Grenadier Squads and Command Cadres may replace their lasguns with assault needlers or volkite chargers and swap their laspistols for volkite serpenta or needle pistols. They may also swap their sniper rifles for needle vulnus and may switch heavy stubbers with volkite culverins or needle cannons. These options effectively give you one over on nearly every opponent, all at a &#039;&#039;&#039;cheaper&#039;&#039;&#039; cost than giving a 20-man squad boltguns. &lt;br /&gt;
***While it&#039;s not very consistent in that it replaces your 30&amp;quot; lasrifles with 15&amp;quot; volkite chargers and 18&amp;quot; assault needlers, but also grants significant buffs to long-ranged special/heavy weapons, the options are so good you want to pay the 30pts regardless. For a more detailed analysis, move over to the Armoury of Old Night section of the wargear list.&lt;br /&gt;
***Pairs very well with &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039; (letting you take Grenadiers as Compulsory Troops) or &#039;&#039;&#039;Legacy of the Great Crusade&#039;&#039;&#039; (makes everyone with Relic Arms BS4).&lt;br /&gt;
**&#039;&#039;&#039;Heirlooms of Past Glory:&#039;&#039;&#039; Force Commanders using this Provenance can replace a power sword with a paragon blade for 10 points. They may also replace a laspistol with an archaeotech pistol for 10 points. Again, view the Armoury of Old Night section of the wargear list for details.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Feral Warriors&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An army of screaming barbarians... IN SPACE! Requires you to move away from your normal ranged focus dramatically, but being a Provenance that buffs both your To Hit (improved WS) and To Wound (+1S &#039;&#039;Shred&#039;&#039;) for all of your infantry, it&#039;s almost mandatory for any melee build.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039; &lt;br /&gt;
**All eligible units gain +1 WS when charging.&lt;br /&gt;
***Very, &#039;&#039;very,&#039;&#039; &#039;&#039;&#039;very&#039;&#039;&#039; good. Lets your Levy Squads get out of the WS2 shithole of being hit on 2+ and hitting on 6+ by literally everything from the Space Marine list, while allowing your other humans to hit at a Marine-tier WS4. Particularly good on Cavalry (who need all the help they can get to hit with their charge-only lances) and Ogryns with their base WS4, hitting Marines on a 3+. Bonus points for taking the dreaded Thunder Hammer Ogryn Boss, who can [[Rip and tear|wipe out almost any generic character in the game]] when given the chance to attack.&lt;br /&gt;
***[[Heresy|Filthy Traitors]] can get lots of mileage out of combining this with Debased Rabble, as &#039;&#039;Hatred (Everything)&#039;&#039; is also an enormous To Hit buff that only works on the first round of combat.&lt;br /&gt;
**&#039;&#039;&#039;Chainaxes:&#039;&#039;&#039; Any model with a close combat weapon (practically everyone, really) can buy a chainaxe for 2pts per model or replace a chainsword with one for 1pt. &lt;br /&gt;
***This can get expensive quickly (at least relative to usual Militia costs), as chainaxes cost the same 2pts as the potential Levy wielding it! However, the boost to killing power for either weapon option can be huge (it can actually double the aforementioned Levy&#039;s damage output against T4), and very much worthwhile for any unit that you expect to deal damage in melee, rather than just being bullet/charge sponges. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**If your unit is within 12&amp;quot; of an enemy unit during your Assault phase, you must charge if possible.&lt;br /&gt;
***Weaselling out of this is very difficult, as almost everyone will have swapped out their rifle for a pistol and CCW to get the chainaxe, which means they can and therefore &#039;&#039;must&#039;&#039; charge. That said, remember that this doesn&#039;t apply to anyone who fired Heavy/Rapid Fire weapons, e.g. Fire Support Squads, nor does it apply to your big guns like Sentinels or tanks.&lt;br /&gt;
**Like with other faction abilities tied to successful charges, this Provenance &#039;&#039;demands&#039;&#039; a lot of attention to detail in both army composition and movement. Being forced to charge means you should never leave infantry sitting within 9-12&amp;quot; of an enemy, as it leaves them exposed to a forced (and likely failed) charge that opens them up to Overwatch, or even worse an enemy charge the next turn that completely negates your +1 WS bonus. Ensure your units can follow up with easy charges on any turn that you enter the 12&amp;quot; &amp;quot;danger zone&amp;quot;. It is worthwhile investing either in units with innately good movement (like Cavalry), or to take Provenances that help with Movement indirectly, such as &#039;&#039;&#039;Gene-crafted&#039;&#039;&#039; for the &#039;&#039;Fleet (2)&#039;&#039; option or &#039;&#039;&#039;Survivors of the Dark Age&#039;&#039;&#039; for Land Raiders.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Kinfolk Helots&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Literally just Squats this time around. Your army gets tougher as a whole, but everyone else hates you because you&#039;re a bunch of ugly abhumans. The perfect opportunity to break out your [[Chaos Dwarf|(Chaos)]] [[Dwarf]] minis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models gains +1 Toughness. &lt;br /&gt;
***Your infantry become that much harder to kill, simple as that. Has synergy with Medicae/&#039;&#039;&#039;Cyber-augmetics&#039;&#039;&#039;, as you get &#039;&#039;Feel No Pain (6+)&#039;&#039; against S6/7 now. 6+ is not much, but it&#039;s better than nothing.&lt;br /&gt;
**Every Character, i.e. all squad sergeants and attached advisors, gain &#039;&#039;Battlesmith (6+)&#039;&#039; while Independent Characters instead gain &#039;&#039;Battlesmith (5+)&#039;&#039;.&lt;br /&gt;
***Consider taking this with &#039;&#039;&#039;Survivors of the Dark Age/Industrial Stronghold&#039;&#039;&#039;; your shitty infantry spam can repair your &#039;&#039;Third-line&#039;&#039; tanks and undo all of the &#039;&#039;Weapon Destroyed&#039;&#039; and &#039;&#039;Immobilized&#039;&#039; results you&#039;ll take from all of the Penetrating Hits you&#039;ll suffer.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All eligible models drop their Movement and Initiative by -1.&lt;br /&gt;
***As a gunline army, you don&#039;t really mind losing Movement. while everyone barring lance Cavalry already had terrible Initiative and thus don&#039;t care. If you really do care about mobility, take a Cargo-8 or three.&lt;br /&gt;
**May not be taken with the Ogryn Conscripts Provenance. They&#039;re Squats, not [[Halflings]].&lt;br /&gt;
***Doesn&#039;t actually prevent you from taking [[Cheese|T6 Ogryns]], just that they can&#039;t be taken as Troops. &lt;br /&gt;
**Space Marines and Solar Auxilia treat you as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;.&lt;br /&gt;
***As mentioned, the normies don&#039;t like you. Doesn&#039;t say anything about Mechanicum, so you can still get &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with &#039;&#039;&#039;Cyber-augmetics&#039;&#039;&#039; and repair their stuff in the bargain.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Abhuman Muster&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[Beastmen]] army. Geared heavily towards melee, so choose your other Provenance accordingly. Like Kinfolk Helots, people hate you for being filthy mutants, so don&#039;t expect allies. In an odd display of 40k being [[What|less Grimdark]] than Fantasy, you can take Loyalist Beastmen.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models gain +1 Strength.&lt;br /&gt;
***Very simple; you hit harder in close combat. Unfortunately, it&#039;s not useful on lance Cavalry (fixed S7), which make up the only non-Character models with AP melee weapons in your army. That said, your other S6 Ogryns can ID humans in melee now, while your Power Fist Force Commander and Grenadier/Command Cadre sergeants can ID marines. &lt;br /&gt;
**All eligible Character models gain &#039;&#039;Hammer of Wrath (1)&#039;&#039; with Independent Characters and Monstrous units instead gaining &#039;&#039;Hammer of Wrath (2)&#039;&#039;.&lt;br /&gt;
***Remember to make it with the +1S you gain from taking this Provenance. &lt;br /&gt;
***Ogryns and Cavalry don&#039;t benefit, seeing as they already have [[Fail|HoW]]...&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All eligible models gain &#039;&#039;Bulky (2)&#039;&#039; if they didn&#039;t already have a different version of &#039;&#039;Bulky (X)&#039;&#039;.&lt;br /&gt;
***Prevents you from taking transports easily. Not a big deal, as this is a melee Provenance and nothing you had was an &#039;&#039;Assault Vehicle&#039;&#039; anyway.&lt;br /&gt;
***Can actually help you against [[Night Lords]] by counting as 2 models each for the purpose of being outnumbered, [[Troll|thus denying their Legion trait.]]&lt;br /&gt;
**This may not be combined with &#039;&#039;&#039;Ogryn Conscripts&#039;&#039;&#039; , but the bonus still applies to Ogryns that you might take anyway.&lt;br /&gt;
**All eligible models suffer -1BS, to a minimum of BS1.&lt;br /&gt;
***You probably swapped out your rifles for a pistol and CCW on most of your units anyway because this is a melee Provenance. As your pistols weren&#039;t very good anyway, not a major loss.&lt;br /&gt;
***Remember that this only applies to your infantry! It&#039;s a lot more lenient than it sounds when your Sentinels (specifically not affected by Provenances), tanks and Rapiers (do not have &#039;&#039;Militia&#039;&#039; sub-type) keep their BS3 and they were the ones with the big guns in the first place.&lt;br /&gt;
**Space Marines and Solar Auxilia treat you as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;.&lt;br /&gt;
***Again, normie no likey mutie. Doesn&#039;t say anything about Mechanicum, so you can still get &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with &#039;&#039;&#039;Cyber-augmetics&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Debased Rabble (Traitors only)&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insane cultist army, part one. [[Khorne|Drives you to fight in melee,]] but doesn&#039;t actually make you any worse at shooting the enemy.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**All eligible models gain &#039;&#039;Crusader&#039;&#039; and &#039;&#039;Hatred (Everything)&#039;&#039;.&lt;br /&gt;
***Lets your &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; models hit at WS4 &#039;&#039;Hatred (Everything)&#039;&#039; and thus very reliably hit Marines. Particularly good with Cavalry and Ogryns, who have actual AP in melee. Also good with &#039;&#039;&#039;Abhuman Muster&#039;&#039;&#039;, as &#039;&#039;Hatred (Everything)&#039;&#039; makes up for not getting the +1WS and you get the same +1S, if not the &#039;&#039;Shred&#039;&#039;, while saving the 2pts per chainaxe; the chainaxes can add up to a lot when, as pointed out under &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039;, the Levy model holding it was 2pt in the first place. In the unlikely circumstance you win combat, you&#039;re also more likely to Sweep, which is always nice.&lt;br /&gt;
***Works great on your lance Cavalry, who only get their lances on the charge anyway. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Grenadier Squads may not be taken at all. Unsurprisingly, the insane cultists don&#039;t have crack infantry. &lt;br /&gt;
**Must charge if able. See the &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; tab for how to counteract this. If you were taking that, you suffer from this anyway, so not a downside.&lt;br /&gt;
**May not be combined with &#039;&#039;&#039;Survivors of the Dark Age&#039;&#039;&#039;. As stated, you&#039;re leading a pack of insane cultists and insane cultists don&#039;t tend to preserve millennia-old technology well. [[Derp|No, don&#039;t ask us why &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039; isn&#039;t barred too.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Tainted Flesh (Traitors only)&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Insane cultist army part two, now with mutations! Very spooky to anyone in their right mind, but very heavily restricted in what they can take. Again, the raving madmen very strangely don&#039;t shoot any worse than models from most other Provenances...&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Eligible units gain &#039;&#039;Fear (1)&#039;&#039; and &#039;&#039;Furious Charge (1)&#039;&#039;.&lt;br /&gt;
***Sounds good, but competes directly with &#039;&#039;&#039;Feral Warriors/Debased Rabble&#039;&#039;&#039;, which simply offer more melee buffs. True, &#039;&#039;Furious Charge (1)&#039;&#039; is more general than chainaxes because it works on other weapons too, but your units are either on basic CCW (all of your infantry, Ogryn included) and thus would have taken a chainaxe anyway, have fixed Strength (lance Cavalry) or don&#039;t need more Strength (power weapon Ogryn Boss). &lt;br /&gt;
***That said, the two Traitor Provenances can combine to be pretty good; &#039;&#039;Furious Charge (1)&#039;&#039; and &#039;&#039;Hatred (Everything)&#039;&#039; make up for losing +1WS and chainaxes from not taking &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039;, while &#039;&#039;Fear (1)&#039;&#039; and &#039;&#039;Crusader&#039;&#039; make it more likely for your units to Sweeping Advance the enemy. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**All Compulsory Troops must be Militia Levy Squads. &lt;br /&gt;
***Remember, these guys can&#039;t take objectives due to lack of &#039;&#039;Line&#039;&#039; sub-type, so take other infantry for that.&lt;br /&gt;
***[[What|You still have Grenadiers despite being Chaos mutants.]] Consider taking them and using their 4+ saves to stay on objectives.&lt;br /&gt;
**The Detachment may not include more other Infantry-type units than it already has Levy Squads.&lt;br /&gt;
***Explicitly doesn&#039;t affect your HQ units and does &#039;&#039;&#039;NOT&#039;&#039;&#039; say anything about taking Cavalry or Vehicles, the latter of which operate as per normal. However, remember Sentinels are Infantry now, not Vehicles.&lt;br /&gt;
**The only permitted HQ choices are Force Commanders and Rogue Psykers. &lt;br /&gt;
***Losing Discipline Masters can really hurt, given the disaster that is Imperialis Militia leadership and the fact that you&#039;ll be deploying tons of Levy Squads. Make up for it with your Warlord Trait and/or your other Provenance.&lt;br /&gt;
**May not be taken with &#039;&#039;&#039;Survivors of the Dark Age, Gene-crafted, Ogryn Conscripts&#039;&#039;&#039;, or &#039;&#039;&#039;Alchem-jackers&#039;&#039;&#039;. &lt;br /&gt;
***You &#039;&#039;&#039;CAN&#039;&#039;&#039; take &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039; to make up for the fact that you have no Discipline Masters. [[Derp|No word on how to resolve &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039; making your Levy &#039;&#039;Support Squad&#039;&#039; while this makes you take Levy as Compulsory Troops.]]&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Ogryn Conscripts&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Awesome|Ogryns as Troops.]] Surely you can see where this is going? No downsides other than Provenance restrictions, but there are a ton of those; check the other Provenance before you start salivating about combos. Consider bringing out your [[Ogre Kingdoms]] minis.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Ogryn Brute Squads can be taken as Troops choices, with those taken as Compulsory Troops gaining the &#039;&#039;Line&#039;&#039; sub-type. &lt;br /&gt;
***Three-quarters of the selling point of the Provenance. The two units taken as Compulsory Troops are going to be very difficult to shift from objectives, given how beefy Ogryns are.&lt;br /&gt;
**Discipline Masters, Militia Medicae and Force Commanders can join Ogryn Brutes, ignoring the usual restrictions.&lt;br /&gt;
***The other quarter of the selling point. Medicae are useful because Ogryns will get &#039;&#039;Feel No Pain (6+)&#039;&#039; against basically everything and it will stack with the 5++ they get from boarding shields. Discipline Masters prevent your 500 point Ogryn squad from breaking because they fluffed a round of combat, while being able to attach your Force Commander means you can confer Warlord Traits.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Space Marines and Solar Auxilia treat you as &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;.&lt;br /&gt;
***Still doesn&#039;t say anything about Mechanicum, so you can still get &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; with &#039;&#039;&#039;Cyber-augmetics&#039;&#039;&#039;.&lt;br /&gt;
***You have Ogryn troops. Do you really need allies to help you?&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Industrial Stronghold&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You know the story of how the Soviets at Stalingrad drove their tanks right off the assembly line into battle? Basically this. Enjoy being one of the few armies that can take more tanks than the Solar Auxilia.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Leman Russes can now be taken in squadrons of up to six tanks, rather than being one per slot. &lt;br /&gt;
***Singlehandedly invalidates taking any other tank in the list. The Vanquisher is so powerful it&#039;s not even funny, and now you get six of them per slot. For people who are bored of spamming the same cannon on twelve tanks, the Executioner is also a good choice for wiping out most infantry units. &lt;br /&gt;
**You gain two Heavy Support slots solely for Leman Russes. &lt;br /&gt;
***So you can take your twelve Russes without compromising your ability to take Rapiers/artillery. Bring out the big guns; your Provenance is named &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039; for a reason.&lt;br /&gt;
***Consider pairing this with &#039;&#039;&#039;Kinfolk Helots&#039;&#039;&#039;, so you can use your infantry to fix up all of the Penetrating Hits you&#039;ll take from having twelve tanks with the &#039;&#039;Third-line&#039;&#039; sub-type. &lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**May not be taken with the &#039;&#039;&#039;Unending Horde, Debased Rabble, Tainted Flesh&#039;&#039;&#039;, or &#039;&#039;&#039;Ogryn Conscripts&#039;&#039;&#039; Provenances.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Unending Horde&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The stereotypical Imperial Guard human wave attack, now in 30k. Combine this with the &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; WT, and you have [[Commander Kubrik Chenkov]], or at least his distant ancestor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;Benefits:&#039;&#039;&lt;br /&gt;
**Militia Infantry Squads and Militia Levy Squads that are destroyed can be returned to Reserves on a D6 roll of 4+. They retain their wargear options, though any attached advisors are lost. &lt;br /&gt;
***As anyone who has done [[MathHammer|mathematical series]] in school knows, the sum of the series of (1 + 1/2 + 1/4... 1/2&amp;lt;sup&amp;gt;n&amp;lt;/sup&amp;gt;) is 2. This means that your opponent is required on average to kill all of your Infantry/Levy twice. It&#039;s true that your units come on from Reserves and therefore from your own map edge, but good luck to your opponent if he wants to advance into your deployment zone.&lt;br /&gt;
***Particularly good with Levy; as they all self-destruct upon Falling Back, [[Grimdark|you can summon another one from Reserves immediately]] without having to wait for them to fall back off the map edge.&lt;br /&gt;
****As your &#039;&#039;Endless Horde (4+)&#039;&#039; units come on from your own map edge, find ways for them to get into action quickly. &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039; can help by making all of them have 30&amp;quot; range, while &#039;&#039;&#039;Gene-crafted&#039;&#039;&#039; can help them run back into the fight with &#039;&#039;Fleet (2)&#039;&#039;.&lt;br /&gt;
***As your Medicae/Discipline Masters don&#039;t come back, try to take a Provenance/Warlord Trait and replicate what they do instead. &#039;&#039;&#039;Cyber-augmetics/Kinfolk Helots&#039;&#039;&#039; is great for making your guys more durable, while &#039;&#039;&#039;Warrior Elite/Alchem-jackers/Ruthless Tyrant&#039;&#039;&#039; can help prevent your units from running.&lt;br /&gt;
*&#039;&#039;Limitations:&#039;&#039;&lt;br /&gt;
**Grenadier Squads become Elites choices when using this Provenance. Not too bad, as there aren&#039;t that many good choices for Elites in this army list anyway, so it essentially just stops them competing with your Troops.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wargear==&lt;br /&gt;
===Ranged Weapons===&lt;br /&gt;
This army has staggering variety of less than staggering small arms, allowing you precise control over the balance and type of your firepower to affordability. The big guns have generally been severely nerfed since 1.0, but many are still usable and the non-template ones have, if anything, been greatly buffed. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Auto Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
What we would call firearms today. As expected, use varies widely based on size, rate of fire and caliber, but has poor AP with one very large exception.&lt;br /&gt;
*&#039;&#039;&#039;Autorifle:&#039;&#039;&#039; Reskinned Lasgun with the same 24&amp;quot; Rapid Fire S3 AP-. &lt;br /&gt;
*&#039;&#039;&#039;Autopistol:&#039;&#039;&#039; 9&amp;quot; S3 AP- Pistol 2. Any unit that has access to a Laspistol generally may take an Autopistol instead if they choose to. The 3&amp;quot; loss in range will barely matter in most instances, particularly if either party intends to get into assault, as either player will try to close to a comfortable distance to make sure that charge distance roll actually succeeds. So the Autopistol is usually the better choice for attackers and units performing overwatch reactions. &lt;br /&gt;
*&#039;&#039;&#039;Stubcarbine&#039;&#039;&#039; 12&amp;quot; S3 AP- Assault 3. Pistol range, but beats out Lasgun/Autorifle once it gets there. If you anticipate being this close then it is the clear winner. Though you are certain to be counter attacked and chewed up from being this close.&lt;br /&gt;
*&#039;&#039;&#039;Shotgun:&#039;&#039;&#039; 12&amp;quot; S3 AP- Assault 2, but with &#039;&#039;Concussive (1)&#039;&#039;. They can potentially reduce the WS of their target unit by one if they fail a leadership save. Obviously everyone has better WS than Militia, so if you can actually get this to work, it can make a fight against a non-elite melee opponent slightly more manageable, if not winnable. But everyone also have better Ld than Militia, so it is unlikely to really come into play a lot. If you actually intend to get into combat with some units, then it may be worth taking. Otherwise a Stubcarbine is strictly better at the same range.&lt;br /&gt;
**On the flip side, while a single unit cannot force multiple Concussive tests...multiple units CAN. So if you&#039;re taking Shotguns, go all in. A squad of Grenadiers might only have a 25% chance to make Marines fail a LD test...but if they&#039;re backed up by an Infantry Squad who also shot the Marines then you now have a 43% chance (75% x 75%). Not to mention Ogryn&#039;s can take Thunderstubs with &#039;&#039;Concussive&#039;&#039;, so you can back them up with this same tactic.&lt;br /&gt;
*&#039;&#039;&#039;Sniper Rifle:&#039;&#039;&#039; The same gun from the Legion list. Has the most armor-piercing ability of your Sniper choices thanks to &#039;&#039;Rending (5+)&#039;&#039;, so it&#039;s your default choice against Marines.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Stubber:&#039;&#039;&#039; A modern day HMG. It&#039;s an OK anti-infantry option with Heavy 3 S4 AP6, but as a squad heavy weapon it clashes with the 24&amp;quot; Rapid Fire of the stock Lasgun/Autorifle (everything else has even shorter range) and is underpowered compared to the Heavy Bolter/Multi-laser as a Fire Support squad/vehicle option. That said, if you so much as kill 1 Marine, you&#039;ve made back your points. Is that likely? Up to you to decide.&lt;br /&gt;
*&#039;&#039;&#039;Autocannon:&#039;&#039;&#039; The S7 AP4 Heavy 2 classic, except now with &#039;&#039;Rending 6+&#039;&#039; so you peasants without Assault Cannons can also roll random crits. A good choice on your Fire Support squads given its price, high rate of fire making up for poor BS and the relative lack of S6/S7 shooting in the list. More questionable on vehicles and Sentinels, as you&#039;re already paying so much for the platform it comes in and you might as well get a better gun.&lt;br /&gt;
*&#039;&#039;&#039;Battle Cannon:&#039;&#039;&#039; Has been nerfed into the ground because it countered MEQs too hard in the previous edition. Its S8 AP4 is frankly useless against Dreadnoughts/Automata, its 3&amp;quot; blast is too small for anti-infantry, while it&#039;s simply not as good against vehicles compared to...&lt;br /&gt;
*&#039;&#039;&#039;Vanquisher Cannon:&#039;&#039;&#039; An absolutely excellent choice against literally anything bigger than an MEQ. Heavy 2 &#039;&#039;Brutal (2)&#039;&#039; means you have respectable wound volume, while S9 AP2 means reliable wounding against Dreadnought/Automata and ID against Terminators. &#039;&#039;Sunder&#039;&#039; makes it formidable as an anti-vehicle option too. Unless you&#039;re playing against Sisters of Silence, there will always be a good target for the Vanquisher. Take it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Artillery Cannons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Various heavy ordnance that don&#039;t fit under Auto weapons for whatever reason. A lot of these are specific to a single unit, so look in those entries instead.&lt;br /&gt;
*&#039;&#039;&#039;Demolisher Cannon:&#039;&#039;&#039; Like the Battle Cannon, it was seriously nerfed from 1.0, this one because it countered TEQ too hard. However, the rework is a usable weapon, as S12 Ordnance means you will penetrate basically any vehicle, while AP3 &#039;&#039;Sunder&#039;&#039; gives it 1-shot potential against smaller Automata. It&#039;s not generally as good as the Vanquisher, but don&#039;t discount this when playing against Mechanicum or Imperial Army.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bolt Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The classic automatic rocket launcher. A better anti-infantry option than Las/Auto, but don&#039;t expect to use it as anything other than that.&lt;br /&gt;
*&#039;&#039;&#039;Boltgun:&#039;&#039;&#039; The Marine-standard S4 AP5 24&amp;quot; Rapid Fire. Generally worth it on the models that can get it, as it is indeed that much better than the lasgun.&lt;br /&gt;
*&#039;&#039;&#039;Bolt Pistol:&#039;&#039;&#039; 1-shot 12&amp;quot; pistol version of the above. Most models with access to Bolt Pistols have access to Blast Pistols for the same cost. Unless you think you need the extra 3&amp;quot; range, then the extra shot and strength will always be the better choice.&lt;br /&gt;
*&#039;&#039;&#039;Heavy Bolter:&#039;&#039;&#039; At Heavy 4 S5 AP4, it&#039;s one of the better anti-infantry options on your Fire Support Squads. Also available as a vehicle/Sentinel mount.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Las Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Pretty similar to Auto weapons at the lower sizes, but changes to high strength with good AP as it gets bigger. &lt;br /&gt;
*&#039;&#039;&#039;Lasgun:&#039;&#039;&#039; The good old Imperial Guard weapon everyone knows from 40k with 24&amp;quot; S3 AP- Rapid Fire. All of your Troops have this as standard. However, most units can replace them with better options.&lt;br /&gt;
*&#039;&#039;&#039;Laspistol:&#039;&#039;&#039; 12&amp;quot; S3 AP- pistol that everyone knows. Better than nothing. Really more for the +1A than for the actual pistol. Don&#039;t expect to see this often, as the Autopistol is generally better.&lt;br /&gt;
*&#039;&#039;&#039;Blast Pistol:&#039;&#039;&#039; Available to several kinds of squad sergeant, as well as Discipline Masters. 9&amp;quot; range with S6 AP4, Pistol 2. Vastly superior to the stock las/autopistol in nearly every aspect and are a reliable threat against everything up to light vehicles, they usually come in cheap at 5 points for the upgrade which is definitely worth the price. &lt;br /&gt;
*&#039;&#039;&#039;Lascarbine:&#039;&#039;&#039; 18&amp;quot; S3 AP6 Assault 2 lasguns. So you trade some maximum range for more shots at the mid range, and the freedom to charge after.&lt;br /&gt;
*&#039;&#039;&#039;Long-las:&#039;&#039;&#039; Laser sniper rifle. Loss of &#039;&#039;Rending&#039;&#039; compared to the stock Sniper Rifle means it&#039;s less effective at piercing armour, but S6 AP4 means it&#039;s murder against both flavors of Imperial Army by piercing Carapace/Void Armour and causing Instant Death, denying &#039;&#039;Feel No Pain&#039;&#039; in the process. Also has &#039;&#039;Sunder&#039;&#039; which isn&#039;t much on a S6 platform, but may sometimes be useful for light vehicles. &lt;br /&gt;
*&#039;&#039;&#039;Multi-laser:&#039;&#039;&#039; A generally respectable anti-light infantry weapon with its S6 AP6 Heavy 3, sharing duty with the Heavy Bolter as the resident medium strength high volume anti-light infantry weapon. Not as good as the Heavy Bolter, but many units don&#039;t feature both as an option, so you take what you can get.&lt;br /&gt;
*&#039;&#039;&#039;Lascannon:&#039;&#039;&#039; The big-boy anti-vehicle/Dreadnought/Terminator Heavy weapon you know and love. S9 AP2 &#039;&#039;Sunder&#039;&#039; means it can very reliably blow up vehicles and cause wounds on anything with a Toughness value, while 48&amp;quot; lets you do it from very far away. Your cheapest way of getting some is on Fire Support Squads, but you can also take them on Sentinels and vehicle mounts. &lt;br /&gt;
*&#039;&#039;&#039;Gravis Lascannon:&#039;&#039;&#039; 2-shot version of the above. Unfortunately competes directly with the objectively superior Vanquisher, so don&#039;t expect to see this often.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Melta Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
S8 AP1 weapons with &#039;&#039;Armourbane&#039;&#039; at half range. Good against vehicles as expected, but has taken over from Plasma as the anti-TEQ option thanks to retaining the ability to ignore 2+ saves and having ID against T4.&lt;br /&gt;
*&#039;&#039;&#039;Meltagun:&#039;&#039;&#039; 12&amp;quot; Assault 1 form. The competitor of the Plasma Gun as the anti-TEQ infantry squad special weapon; it&#039;s generally better, and is priced as such. You don&#039;t nearly get enough of them to actually threaten Terminator units, so just treat them as a source of additional firepower rather than an actual counter.&lt;br /&gt;
*&#039;&#039;&#039;Multi-melta:&#039;&#039;&#039; 24&amp;quot; &#039;&#039;Twin-linked&#039;&#039; form; it&#039;s also Heavy 1, but everyone who can take one is a vehicle or a Sentinel, so you don&#039;t care. Actually a good weapon, as &#039;&#039;Twin-linked&#039;&#039; makes up for your mediocre BS3.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Missile Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Self-propelled munitions with an exploding warhead. Not generally as good as a specialized weapon and can get screwed over by specialized wargear that protects against missiles in particular. &lt;br /&gt;
*&#039;&#039;&#039;Missile Launcher:&#039;&#039;&#039; 48&amp;quot; Heavy 1 weapon that can switch between S4 AP6 3&amp;quot; Blast &#039;&#039;Pinning&#039;&#039; Frag, and S8 AP3 Krak. Occupies its customary role between the Lascannon as an anti-vehicle choice and your various quick-firing weapons as anti-infantry. Unfortunately no longer a source of anti-air, as you do not get Flak Missiles.&lt;br /&gt;
*&#039;&#039;&#039;Hunter-killer Missile:&#039;&#039;&#039; One-use Krak missile for your vehicles. Won&#039;t do much given your BS3, but can be good fodder against Weapon Destroyed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Plasma Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
High strength AP4 &#039;&#039;Breaching (4+)&#039;&#039; weapons, with a propensity for exploding. Unlike marines, you don&#039;t get an armour save against &#039;&#039;Gets Hot!&#039;&#039; because the resultant wound is AP4, so see if you can find some way to mitigate it, like &#039;&#039;Feel No Pain&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Pistol:&#039;&#039;&#039;  12&amp;quot; pistol form. One of the best pistols that a character can be given as it can reliably kill the typical models that the rest of the squad will also be shooting at, but if the weapon explodes it is unlikely that the model carrying it will survive. But the model carrying it was unlikely to survive very long from being within 12&amp;quot; of the enemy in any case.&lt;br /&gt;
*&#039;&#039;&#039;Plasma Gun:&#039;&#039;&#039; 24&amp;quot; Rapid Fire form. Available as a special weapon on your infantry and is really one of your only ways of killing TEQs in an infantry-sized package. Unfortunately not very good at that anymore due to losing flat AP2 and TEQ being 2 wounds, and competes directly with Meltaguns in that role.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Grenade Launcher:&#039;&#039;&#039; A mini Missile Launcher, with 24&amp;quot; and either S3 AP6 3&amp;quot; blast &#039;&#039;Pinning&#039;&#039; Frag shot or S5 AP4 Krak shot. Absolutely not worth it for 10 points in a game where Plasma Guns are 10 points.&lt;br /&gt;
&lt;br /&gt;
===Melee Weapons===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chain Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons with no AP, but &#039;&#039;Shred&#039;&#039; and possibly improved strength. The chainsword is character-exclusive, but the chainaxe is available to anyone with a CCW as long as you take Feral Warriors.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Chainsword:&#039;&#039;&#039; One of the most iconic weapons of the franchise, now with &#039;&#039;Shred&#039;&#039; to reflect the fact that a chainsaw should really hit harder than a knife. [[Derp|Entirely not worth it at 5 points]], when a Power weapon is 10 and compared to...&lt;br /&gt;
*&#039;&#039;&#039;Chainaxe:&#039;&#039;&#039; The above, except +1S and 2pt per model. As you took Feral Warriors for the purpose of building for melee anyway, this is absolutely worth it on any and all of your units, except on characters and maybe Cavalry. Take it and take it by the ton.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Power Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Otherwise normal weapons with a matter disruption field, translating in game as AP2/3. Character-only.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Sword:&#039;&#039;&#039; Same old S:User AP3, except now with &#039;&#039;Rending (6+)&#039;&#039;. Not a good idea, as lacking the strength bonuses of the Spear and Maul means you will have difficulties with wounding, while your I3 means you hit after everyone else and you might as well take the Axe. &lt;br /&gt;
*&#039;&#039;&#039;Power Axe:&#039;&#039;&#039; Same old S+1 AP2. Gives your characters a fighting chance against MEQ sergeants... as long as you survive going last. Can be improved with your extensive list of strength bonuses from Provenances and/or Warlord trait too.&lt;br /&gt;
*&#039;&#039;&#039;Power Maul:&#039;&#039;&#039; S+2, but now AP3, meaning you can actually hit pretty hard against MEQs. Assuming you don&#039;t get stuck in a challenge, you can do serious damage with this. Can also do OK against Automata.&lt;br /&gt;
*&#039;&#039;&#039;Power Lance:&#039;&#039;&#039; One of the premier anti-MEQ weapons with S+1 AP3 &#039;&#039;Reach (1)&#039;&#039;, allowing you to hit at the same time as MEQ. That said, if you&#039;re not in a challenge you can just allocate wounds to the random scrubs and make sure your character survives to use his Maul, while anyone in a challenge will likely need AP2 to fight Artificer Armour sergeants. However, if you&#039;re fighting GEQ, going first can give you the edge.&lt;br /&gt;
&lt;br /&gt;
The following is not available to Discipline Masters, and is instead only available to Force Commanders and Grenadier/Command Cadre sergeants.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Power Fist:&#039;&#039;&#039; Its Sx2 AP2 cannot usually cause ID against MEQ/TEQs, as you have base strength 3, and even if you get strength bonuses you&#039;re liable to dying before you can attack at I1. Think very carefully before taking this on anyone who isn&#039;t your Force Commander, as you&#039;re very likely paying 15pt for a weapon you won&#039;t get to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exotic and Miscellaneous Weapons&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
The stuff that GW couldn&#039;t be assed to classify.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Melta Bomb:&#039;&#039;&#039; The same 1 S8 AP1 attack at I1, except it now causes ID because Dreadnoughts have normal statlines now and the Melta Bomb should be useful against them. Available on Force Commander, Discipline Masters and Grenadier/Command Cadre sergeants; you can&#039;t mass it like Space Marines, but you really have no better choices against a Dreadnought.&lt;br /&gt;
*&#039;&#039;&#039;Bayonet:&#039;&#039;&#039; Turns your lasgun/autorifle/bolter into a spear. +1S is good, but &#039;&#039;Two-handed&#039;&#039; is not, particularly when you can&#039;t normally shoot the gun it&#039;s attached to before charging (Rapid Fire), while anyone who actually wants to be in melee will make the free trade to pistol+CCW and not have a bayonet in the first place. Becomes better with Cyber-augmetics, which allows charging after firing Rapid Fire weapons; it costs more and still isn&#039;t as good as pistol+CCW, but it may be worth it if you really want to keep your rifle. &lt;br /&gt;
*&#039;&#039;&#039;Militia Lance:&#039;&#039;&#039; Remember that glorious bastard who took Warhammer Fantasy handguns as Auxilia Rifles on his infantry in 1.0 and started gunning down Space Marines? You can do that now with your knight models, except your S7 AP3 &#039;&#039;Brutal (2)&#039;&#039; lance is actually capable of killing Marines, all with a cool &#039;&#039;Sudden Strike (2)&#039;&#039; to make sure you go before those Marines. What&#039;s the problem? &#039;&#039;Ungainly&#039;&#039;, which limits you to using it on the charge, and then only making 1 attack. This means it&#039;s only really good on your rank and file Cavalry models, as all of the mounted characters who can take one can and should take something that grants more attacks. Even then, it&#039;s a close call between this and &#039;&#039;&#039;Feral Warrior&#039;&#039;&#039; chainaxes against 1W MEQs, not to mention anyone wearing other armour. That said, it&#039;s also amazing against Mechanicum, as it will wound Automata reliably, ignore their armour and cause tons of wounds.&lt;br /&gt;
&lt;br /&gt;
===Armoury of Old Night===&lt;br /&gt;
This section lists weapons that are only available when you take said Provenance. Generally very good weapons that live up to the name of the Provenance, allowing you to pack much more firepower than usual.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lasrifle&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lets you [[pretend]] your infantry are Solar Auxilia. At Heavy 2 30&amp;quot;, it has a lot more firepower at range than the 24&amp;quot; Rapid Fire lasgun. It also gains a Blast Charger mode, giving it 18&amp;quot; range, S6 AP4. Imagine having a whole army with S6 weapons for free? While the range is short and marines still get their saves, in bulk this weapon can easily threaten everything they fire at. Even T6 Primarchs should be wary about charging into a massed unit of these, while you can laugh at any enemy GEQs trying to get into melee as you Overwatch them with ID wounds that ignore their armour.&lt;br /&gt;
*Particularly useful with Levy squads, as fitting all 50 models into range is a lot easier when you have 30&amp;quot; Heavy 2 instead of 24&amp;quot; Rapid Fire. Moreover, as they are [[Ork|BS2]], don&#039;t be afraid to shuffle some models around and fire Snap Shots on them, so you can fit more models into the firing line.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relic Arms&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Grenadier/Command Cadre specific choices. The Pistol choices replace the laspistol/autopistol, the Assault choices replace the lasgun/autorifle, the Culverin/Cannon replaces Heavy Stubbers and Vulnus replaces Sniper Rifles. As noted in the Provenance entry you pay 30pts flat, so it pays to take large units. Remember both units come with a tri-weapon setup, so you can take the pistol upgrade together with whatever longarm/heavy weapon/special weapon upgrade you take.&lt;br /&gt;
*&#039;&#039;&#039;Needle Weapons:&#039;&#039;&#039; Generally quick-firing weapons with no AP, but various levels of &#039;&#039;Poisoned (X)&#039;&#039; so you can stack up the wounds and force saves. Also has &#039;&#039;Pinning&#039;&#039; as a general trait. &lt;br /&gt;
**&#039;&#039;&#039;Needle Pistol:&#039;&#039;&#039; The only one that can be taken without &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, by your Force Commander and Discipline Masters. As a 2-shot &#039;&#039;Poisoned (3+)&#039;&#039; pistol, it competes directly with more powerful options like Blast/Plasma Pistol, which also wound reliably and have better AP. An excellent choice for non-Assault Needler Grenadier/Command Cadre units, as it&#039;s also a very good backup weapon to the Lasrifle and can potentially Pin charging opponents on Overwatch.&lt;br /&gt;
**&#039;&#039;&#039;Assault Needler:&#039;&#039;&#039; The absolute best you can get on infantry (barring special/heavy weapons) in this list. Assault 3 means it outguns its main competitor in the Volkite Charger (not to mention the shitty Stubcarbines and shotguns you get by default), while &#039;&#039;Poisoned (3+)&#039;&#039; lets it wound more reliably; to wit, full squads of Assault Needlers can take 2-3 wounds off Dreadnoughts. &#039;&#039;Pinning&#039;&#039; is just the cherry on the cake, letting you snare any assault units who might try to take advantage of your 18&amp;quot; range. All this for 30 points on the entire squad, meaning you pay &#039;&#039;&#039;1.5 points per weapon&#039;&#039;&#039; to upgrade from the Lasrifle on full squads. Almost a bigger selling point for the Provenance than armywide Lasrifles.&lt;br /&gt;
**&#039;&#039;&#039;Needle Cannon:&#039;&#039;&#039; A somewhat questionable choice, as it&#039;s not that much stronger than the Assault Needler with 1 extra shot, while its short range and Heavy will screw you over as you fire Snap Shots when you move into range. Moreover, it overlaps heavily with the (generally superior) Volkite Culverin, and competes with Melta/Plasma as a close range special weapon.&lt;br /&gt;
**&#039;&#039;&#039;Needle Vulnus:&#039;&#039;&#039; A variant sniper rifle. Has less armour piercing than the Sniper Rifle due to being &#039;&#039;Breaching (6+)&#039;&#039; instead of &#039;&#039;Rending (5+)&#039;&#039; and has 48&amp;quot; instead of 72&amp;quot;, while it cannot ID GEQs like the Long-las and lacks an AP value. However it makes up for the above by being 2-shot and pseudo-&#039;&#039;Fleshbane&#039;&#039; with &#039;&#039;Poisoned (2+)&#039;&#039;, so it can force more saves than either.&lt;br /&gt;
*&#039;&#039;&#039;Volkite Weapons:&#039;&#039;&#039; Medium strength quick-firing weapons with poor AP, and therefore have significant overlap with Needle Weapons. Mostly boils down to whether you want flat strength or flat &#039;&#039;Poisoned&#039;&#039; rolls, and how much you value &#039;&#039;Deflagrate&#039;&#039;.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Serpenta:&#039;&#039;&#039; 9&amp;quot; 2-shot pistol with S5 AP5. Not generally as good as the 12&amp;quot; Needle Pistol, but take this on Assault Needler units because the Needle Pistol is a weaker Assault Needler and the only time you&#039;ll use your pistol is when your Assault Needler can&#039;t handle whatever you&#039;re targeting, like light vehicles or units with resistance against &#039;&#039;Poisoned&#039;&#039; weapons.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Charger:&#039;&#039;&#039; Turns your Grenadiers into knockoff Veletaris. Not a good choice, as the Assault Needler is superior in almost every circumstance and you can simply use your Volkite Serpenta for those circumstances when you really need S5 shooting. Is superior against Flak Armour GEQ thanks to &#039;&#039;Deflagrate&#039;&#039; and AP5, but as mentioned you can simply use a Serpenta for those situations and keep the Assault Needler for everything else.&lt;br /&gt;
**&#039;&#039;&#039;Volkite Culverin:&#039;&#039;&#039; 45&amp;quot; S6 AP5 5-shot weapon. A truly excellent weapon that equals 5(!) Lasrifles in firepower and is thus worth taking on Lasrifle Grenadier units to buff up their firepower. That said, on Assault Needler units, it competes with Melta and Plasma, where its high rate of fire is mitigated by being forced to fire Snap Shots while on the move and having poor AP. As you only get 1 of them on Command Cadres, it&#039;s not worth paying 30 points.&lt;br /&gt;
&#039;&#039;&#039;Heirlooms of Past Glory&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
This option is exclusive to Force Commanders. This allows you to switch out their power sword (that they still have to pay points for) for a paragon blade (S+1 AP2 &#039;&#039;Murderous Strike (6+)&#039;&#039; and swap out their laspistol or autopistol (presumably, anyway) for an archaeotech pistol (S6 AP4 &#039;&#039;Rending (3+) Master-crafted&#039;&#039;, each costing 10 points.&lt;br /&gt;
*While a paragon blade is nice, you still have to pay for the power sword first, and that becomes a lot of points to spend on a squishy character with WS4. Even with archaeotech pistols being good, Force Commanders already have access to the widest range of pistols in the blast, needle and flame categories, so you really have to think about this option&#039;s worth. &lt;br /&gt;
**The paragon blade becomes better when you have &#039;&#039;&#039;Legacy of the Great Crusade&#039;&#039;&#039;, as you get AP2 at I5, which for once makes your Force Commander a passable melee character. You&#039;ll still die horribly to Marine ICs and TEQ sergeants, but you can kill 1W Artificer Armour sergeants no problem. Alternatively, if you have enough strength bonuses to reach S8 on the Power Fist to ID MEQs, consider the blade for +1A from dual wielding &#039;&#039;Specialist Weapons&#039;&#039;.&lt;br /&gt;
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===Equipment===&lt;br /&gt;
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====Defensive equipment====&lt;br /&gt;
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*&#039;&#039;&#039;Carapace Armour:&#039;&#039;&#039; Plate armour in SPEHSS and so is made of futuristic ceramics/plastics instead of steel. 4+ save available to Grenadiers by default and to a bunch of other units as upgrades. Almost always worth it, as it gives you 1/2 chance to survive against the dreaded Volkite that counters everything you have smaller than a Sentinel, not to mention the Bolter that will appear in basically every Legion list you will be facing.&lt;br /&gt;
*&#039;&#039;&#039;Flak Armour:&#039;&#039;&#039; Classic T-shirt 5+ save. Default on basically everyone who isn&#039;t a Grenadier.&lt;br /&gt;
*&#039;&#039;&#039;Refractor Field:&#039;&#039;&#039; 5++ save available on all of your HQ characters except for Rogue Psyker. Force Commander can and should take something better, but it&#039;s more than worth it at 5 points on everyone else simply because of how bad your armour save is, so you&#039;ll get to use this a lot.&lt;br /&gt;
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====Grenades====&lt;br /&gt;
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*&#039;&#039;&#039;Frag Grenades:&#039;&#039;&#039; Boom. Let you attack at initiative after charging through terrain, which is less important than for Marines because your I3 attacked after them to begin with. Stock on most Infantry, available as an upgrade on Levy, and [[Fail|unavailable on Cavalry]], which with an I5 lance would really have benefitted from them. That said, the Discipline Master does have it, so attach one to your Cavalry.&lt;br /&gt;
*&#039;&#039;&#039;Krak Grenade:&#039;&#039;&#039; 1 S6 AP3 hit at I1 against the usual Vehicle/Dreadnought/Automata. Only your Infantry can buy it (everyone else either has it anyway or can&#039;t buy it at all) and at 10pts it&#039;s much much better than trying to knife the tank to death. You only got 1 attack base, so...&lt;br /&gt;
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====Miscellaneous====&lt;br /&gt;
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*&#039;&#039;&#039;Militia Cavalry Mount:&#039;&#039;&#039; Encompasses a bunch of modes of one-man transportation from motorcycles to actual horses, united in 14&amp;quot; movement and &#039;&#039;Shrouded (5+)&#039;&#039; when Running. Gives your Cavalry insane mobility and charge distance, as well as added mobility while getting into charge range. Honestly not bad. &lt;br /&gt;
*&#039;&#039;&#039;Nuncio-vox:&#039;&#039;&#039; Reroll all Scatter rolls that the bearer has line of sight to and lets you ignore the -1Ld from Night Fighting. Not bad because your premier source of &#039;&#039;Pinning&#039;&#039; is a Barrage weapon and you need all the help you can get with Leadership.&lt;br /&gt;
*&#039;&#039;&#039;Militia Vexilla:&#039;&#039;&#039; The standard &amp;quot;+1 CR banner&amp;quot; you get like in other armies. Worth considering on units with Discipline Masters or melee builds, but arguably not worth it on other ranged units because you&#039;ll usually lose combat by so much +1 won&#039;t save you. &lt;br /&gt;
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==Unit Analysis==&lt;br /&gt;
&lt;br /&gt;
===HQ===&lt;br /&gt;
*&#039;&#039;&#039;Force Commander:&#039;&#039;&#039; You need one of these in your detachment in order to use Provenances, and all other HQ choices have the &#039;&#039;Support Squad&#039;&#039; rule, so you need one anyway. Thankfully Provenances are free this edition, so that&#039;s less of a worry. This guy has lots of good options, so he can easily be customized out the way you want him to be, and also has some of the best pistol choices in the army. The problem is that he is WS/BS4 I3, so cannot really compete in an environment that includes Space Marines, Custodians, and Primarchs. So unless you can match up some Provenances to gear that makes him marginally impressive, sometimes it&#039;s better to just go cheap and focus your attention on your flavourful squads instead. &lt;br /&gt;
**A Charnabal Saber is actually a good melee weapon for him, with S3 he only tends to wound on 5+ anyway. This weapon then makes all of those wounds AP2 with &#039;&#039;Breaching (5+)&#039;&#039;, and with &#039;&#039;Duellist&#039;s Edge (1)&#039;&#039; it can even the playing field somewhat against Marine sergeants. If you really want to go first, Charnabal Glaive is also an acceptable choice.&lt;br /&gt;
**With &#039;&#039;&#039;Legacy of the Great Crusade&#039;&#039;&#039; his Initiative jumps from 3 to 5, which suddenly puts him ahead of most basic units in other armies, giving him a fighting chance against random sergeants who might think he is easy pickings. Moreover, Iron Halo + Cyber-familiar gives him a 3++, so he gets a strong save against literally anything the enemy can throw at him.&lt;br /&gt;
***Alternatively, &#039;&#039;&#039;Marcher Lord&#039;&#039;&#039; gives him &#039;&#039;Battle-hardened (1)&#039;&#039;, which when combined with Kinfolk Helots makes him tougher than Praetors for ID purposes. This makes him impossible to kill with Power Fists and Thunder Hammers, as he&#039;s still a 3W IC with a 3++ and possibly 6+++. Bonus points for taking &#039;&#039;&#039;Abhuman Muster&#039;&#039;&#039;, making him S4 and thus able to ID Marines with a Power Fist.&lt;br /&gt;
**With &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, he can buy a Paragon Blade and/or an Archaeotech pistol. These become added expenses that probably don&#039;t justify their points on a model that won&#039;t really utilise it properly. &lt;br /&gt;
**You should in most circumstances only take one Force Commander. His primary worth is as a Warlord and to unlock Provenances of War and he himself doesn&#039;t contribute to the fight in the way Space Marine/Solar Auxilia ICs do; or, at any rate, not enough to be worth 100pts base.  &lt;br /&gt;
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*&#039;&#039;&#039;Discipline Master Cadre:&#039;&#039;&#039; The Imperial Army&#039;s version of Commissars, Discipline Masters are cheap, flexible, and indispensible thanks to their special rules boosting the Militia army list&#039;s mediocre (but very important!) Morale. Starting at 20pts, with the option to include up to &#039;&#039;11&#039;&#039; more in the same &amp;quot;squad.&amp;quot; They have a wide variety of upgrades available, and their survivability can be cheaply and substantially increased with carapace armour and refractor fields. At WS4, they can hold their own in melee, though power weapons are relatively pricey at +10pts apiece. Their ranged options are less costly, but really you&#039;re getting Discipline Masters for their two &#039;&#039;very&#039;&#039; important special rules, rather than upgrades. Those special rules are:&lt;br /&gt;
**&#039;&#039;Instil Order&#039;&#039;: When a squad with an attached Discipline Master fails a Morale check, the check can be re-rolled at the cost of D3 wounds inflicted on the squad with no AP. This is a small price to pay, given that Falling Back for units with the &#039;&#039;Militia&#039;&#039; sub-type is often a death sentence. This massively boosts a unit&#039;s ability to stay in the fight, as a re-roll for the Discipline Master&#039;s own Ld8 means you&#039;re giving Space Marines a run for their money in sheer grit.&lt;br /&gt;
***Note that these Wounds can&#039;t be applied to other attached Characters or the Discipline Master himself. The average lasman is not encouraged by their Discipline Master whipping himself, sadly. Moreover, as it&#039;s D3 AP- wounds, your models get their 4+ Carapace/5+ Flak save against it, as well as any &#039;&#039;Feel No Pain&#039;&#039; they may have. While [[Grimdark|life is cheap in the 31st Millennium]], it&#039;s always good to know you can potentially pay nothing for the reroll.&lt;br /&gt;
**&#039;&#039;Among the Ranks&#039;&#039;: Discipline Masters are individually assigned to units with the &#039;&#039;Infantry&#039;&#039; Type and &#039;&#039;Militia&#039;&#039; Sub-type before Deployment, though this can be extended to Cavalry by an upgrade and Ogryns through a Provenance. Discipline Masters gain the special rules of units they&#039;re attached to, so Fire Support and Field Gun squads will keep their &#039;&#039;Heavy&#039;&#039; bonus even with a Discipline Master making sure they don&#039;t abandon the guns. &lt;br /&gt;
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*&#039;&#039;&#039;Imperial Militia Command Cadre:&#039;&#039;&#039; Basically Grenadiers you can take from HQ. The largest differences are [[What|losing 1 special weapon]] and &#039;&#039;Line&#039;&#039;, but being able to take the Militia Standard, which is the Militia Vexilla except with &#039;&#039;Stubborn&#039;&#039;. Combined with a Discipline Master&#039;s Ld8 and reroll, this unit can be surprisingly difficult to shift. Otherwise, treat them like Grenadiers; the sergeant-specific upgrades aren&#039;t really that special.&lt;br /&gt;
**Can also serve as Retinue to your Force Commander. Considering you have to take a Force Commander (because he&#039;s your only non-&#039;&#039;Support Squad&#039;&#039; HQ choice) and practically have to take Discipline Masters (because Infantry/Levy have Ld6 otherwise), you&#039;re left with 1 slot, which is all you have for your Assassins, Knights Errant, etc. You don&#039;t want to spend it on a Command Cadre who are really glorified Grenadiers, so use the Retinue option and open up a slot.&lt;br /&gt;
**Generally not a very good unit, as they&#039;re barring the Militia Vexilla [[Fail|expensive Grenadiers who need to pay extra for Carapace, only have 1 special weapon and have no &#039;&#039;Line&#039;&#039;.]] Think carefully.  &lt;br /&gt;
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*&#039;&#039;&#039;Rogue Psyker&#039;&#039;&#039; &#039;&#039;(Traitors only)&#039;&#039; The Rogue Psyker is equal parts good and bad at the same time. If you want to take Daemons in the detachment, then you&#039;ll need at least one of these to be able to summon them to the battlefield with the &#039;&#039;Breach the Veil&#039;&#039; power. While their offensive psychic powers are either the safe-but-basic &#039;&#039;Aetheric Lightning&#039;&#039; that only risk Perils of the Warp if they want to double the strength of the attack to S6, or the bullet spamming &#039;&#039;Void Darts&#039;&#039; that risks Perils every time they use it. However, with the Rogue Psyker&#039;s terrible BS2 he is unlikely to hit much with either power. They can also purchase Force Weapons for a not-insignificant 10 points, but with WS2 they are not likely to ever hit anything either. So looks like the best use of them is to get those Daemons onto the table.&lt;br /&gt;
**They do have &#039;&#039;Fear (1)&#039;&#039; as an inherent special rule, so can drop enemy Ld values within 12&amp;quot; by one with their mere presence. This allows for useful combinations with other weapons that have &#039;&#039;Concussive&#039;&#039; or &#039;&#039;Pinning&#039;&#039; to get better use out of those weapons, depending on what squad you attach the Rogue Psyker to.&lt;br /&gt;
**If you don&#039;t attach the Rogue Psyker to a different squad, he is more than capable of bringing his own. He can buy up to nine Wardens at five points each, and they are quietly better than nearly every other squad in the army. They all have Ld7 as standard, and each warden has a pistol and close combat weapon as well as two attacks basic. They also can each buy a Blast Pistol for the bargain basement cost of 2 points, giving a whole squad of guys who can throw out two S6 pistol shots each. Admittedly this is not a range you want the Rogue Psyker to be within, but it does mean that his squad has a surprising amount of punch.&lt;br /&gt;
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*&#039;&#039;&#039;Expeditionary Navigator&#039;&#039;&#039; &#039;&#039;(Militaris Attaché)&#039;&#039; Made available to all factions as part of the Legacies of the Solar Auxilia list. Currently this is the only way for loyalists to get a &amp;quot;psyker&amp;quot; in the detachment, and for 50 points you aren&#039;t getting much, a fragile conscript model with a 5+ invulnerable save, and the ability to interfere with enemy Deep Strike within 12&amp;quot;. Given your complete lack of Augury Scanners and poor melee performance, you want all the help you can get against Deep Strike.&lt;br /&gt;
**He only gets one power: the Lidless Stare, which is S2 using the flame template and has &#039;&#039;Pinning&#039;&#039;. It also has &#039;&#039;Force&#039;&#039; if you want to risk the models only wound to double the strength to the overwhelmingly massive score of four.&lt;br /&gt;
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*&#039;&#039;&#039;Davinite Lodge Priest&#039;&#039;&#039; &#039;&#039;(Militaris Attaché)&#039;&#039; Like the Navigator, the Davinite Priest is available thanks to the Legacies of the Solar Auxilia list, this time a Traitor exclusive.  A one wound model with a statline that is comparable to everything else in this army list, their only psychic power: &amp;quot;Ritual Healing&amp;quot; is able to restore a single wound to a single model, which is seemingly not very helpful to an Imperialis Militia detachment, as any model that takes a wound is liable to be dead outright...&lt;br /&gt;
**...until, of course, you remember you can take Ogryns. If you&#039;re building some form of Deathstar out of them, the Lodge Priest becomes significantly more useful.&lt;br /&gt;
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===Troops===&lt;br /&gt;
*&#039;&#039;&#039;Militia Infantry Squad:&#039;&#039;&#039; The core Troops choice. For 80 points you get twenty models with a variable loadout depending on your taste, and they are one of your only sources of &#039;&#039;Line&#039;&#039; for claiming objectives. With &#039;&#039;Strength in Numbers&#039;&#039; you may also take up to three squads per Troops slot. Which means you can get your objective claiming needs sorted out while leaving yourself plenty of other slots for spamming the better support units. &lt;br /&gt;
**Lasguns/Autorifles have the traditional balance of range vs number of shots, and can outrange all of the other standard weapons, which can be good for keeping the enemy out of charge range. Furthermore, these weapons can purchase bayonets to give the squad +1 strength in melee. Not quite a winner, but doesn&#039;t cost you anything because it&#039;s the default and is the only choice with 24&amp;quot; range, so it&#039;s a decent choice for just sitting on objectives.&lt;br /&gt;
**Lascarbine only has 18&amp;quot; range, but actually gives you more firepower from 12&amp;quot; to 18&amp;quot; because you get 2 shots. Considering how pathetic one S3 AP- shot per model is and how you don&#039;t want to be within 12&amp;quot; in the first place because you don&#039;t want to get charged next turn, taking the Lascarbines can be a significant improvement to your ranged firepower. &lt;br /&gt;
**Shotguns have &#039;&#039;Concussive&#039;&#039; so are potentially able to reduce the enemy WS by -1 for a turn. At that range it can be a lifesaver when you inevitably get counter charged, as most common opponents could be reduced to equal weapon skill. Not entirely reliable as a lot of units are going to pass the test, or simply not care. But if you are going melee focussed for your army, this could be the better choice, as you can simply take lots of squads and force multiple tests. However, you don&#039;t have pistol+CCW if you have shotguns, so use this to support something else instead of charging itself.&lt;br /&gt;
**Stubcarbines have more firepower than Lasguns within 12&amp;quot;, but remove your ability to shoot from 24&amp;quot;. If you&#039;re running ranged builds, this gives the best chance of reducing the enemy numbers before that inevitable counter volley/charge.&lt;br /&gt;
**Taking pistols and melee weapons means committing the squad to melee, for an army that really doesn&#039;t like it. You should really only choose this if you&#039;re building the entire army around a melee build (like &#039;&#039;&#039;Feral Warrior/Alchem-Jackers&#039;&#039;&#039;).&lt;br /&gt;
**One model can also choose to take a special weapon from the standard list. The choice should match the weapon the rest of the squad takes. So longer ranged weapons like Heavy Stubbers and Sniper Rifles will do better alongside lasguns, while Flamers work better with the other weapon upgrades due to similar ranges. Melta/Plasma are probably not worth it because the rest of the squad are unlikely to harm whatever the Melta forces them to shoot at, and only getting 1 special weapon per squad means you won&#039;t really be threatening anyone. &lt;br /&gt;
*From a statistical standpoint, Infantry are behind Levies and Grenadiers on toughness (Grenadiers have 4+ saves, Levies have twice the models at the same cost) and firepower (Grenadiers have better guns, Levies have twice the models). What they offer, however, is the ability to spam &#039;&#039;Line&#039;&#039; infantry, as Grenadiers come in single squads and Levies do not have &#039;&#039;Line&#039;&#039;. This means for builds where your killing power comes from elsewhere (eg. Fire Support Squads, &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;, allied detachments), Infantry are the way to go. Given that, think carefully about giving them weapon upgrades; if you actually want your squad to do something, you shouldn&#039;t be taking Infantry, except possibly as a cheap source of shotguns.&lt;br /&gt;
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*&#039;&#039;&#039;Militia Levy Squad:&#039;&#039;&#039; 20-50 conscripts at 2 points per model with a Lasgun, autogun, or a pistol and melee weapon. You can&#039;t really get cheaper than that. And with &#039;&#039;Strength in Numbers&#039;&#039; you can take up to three squads per slot, so you can really bulk up on the model count if you want to cover an impressive amount of ground. Like last edition, they are still expendable, so do not confer any victory points for their destruction. &lt;br /&gt;
**Changes to the basic rules mean that there is considerable risk to taking them though. The &#039;&#039;Expendable&#039;&#039; rule also means that if they ever fail a morale check, they just get removed entirely, so the downsides of Militia subtype just get overwritten with worse outcomes. This makes it hard, if not impossible to use them as a tarpit unit. They do not have &#039;&#039;Line&#039;&#039; so can never score objectives, and with changes to Weapon Skill rules, they are less likely to hit anything in melee, while being more easily hit back. &lt;br /&gt;
**On the bright side, they are actually more cost-effective as ranged units than normal Infantry Squads, simply because they&#039;re 2/3 as accurate but cost half as much as Infantry models. This means they&#039;re both cheaper than Infantry squads for the same firepower, and more slot-efficient because you theoretically more firepower per squad and therefore per FOC slot, on top of being tougher because you have more models with the same Ld6 and T3 5+. &lt;br /&gt;
***However, this is contingent on getting all of the Levy models into range, and fitting 30 or more models into 12&amp;quot; of the enemy is a lot harder than doing the same with 20 models. Moreover, Infantry Squads can pull closer by taking Stubcarbines. This changes if you have &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, as 30&amp;quot; 2-shot range makes getting your models into range a lot more forgiving.&lt;br /&gt;
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*&#039;&#039;&#039;Militia Grenadier Squad:&#039;&#039;&#039; Your other &#039;&#039;Line&#039;&#039; choice, but this one has the &#039;&#039;Support Squad&#039;&#039; rule, so cannot be taken as a Compulsory unit unless you also selected &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039;. These guys are the Stormtrooper analogues, and all come with 4+ saves and +1 Leadership when compared to regular troopers. They have all the same weapon selections as regular Militia Infantry squads, so the same advice applies here, with the possible exception of remembering that with 4+ saves they are more likely to survive up close against bolter fire. Combined with the fact that Grenadiers don&#039;t pay for weapon upgrades, this means you really should take the carbines; if you want lasguns, take Infantry.&lt;br /&gt;
**The Bolter sounds tempting, but you&#039;re paying 175pts for 20 BS3 Bolters when Space Marines pay 200pts for 20 Tacs and get an improved statline, 3+ saves and 2 special rules in the bargain. Moreover, if you do the math, you can get roughly the same amount of damage against T4 on Stubcarbines within 12&amp;quot;, except you don&#039;t pay for Stubcarbines. It becomes more worth it with &#039;&#039;&#039;Legacy of the Great Crusade&#039;&#039;&#039; and/or if you&#039;ve taken sniper weapons/Heavy Stubber, so that you retain 24&amp;quot; range.&lt;br /&gt;
**Grenadiers are subject to far more changes from Provenances than any other unit, so their roles can change wildly depending on the Force Commander. With &#039;&#039;Warrior Elite&#039;&#039; they become the Primary objective takers, &#039;&#039;&#039;Legacy of the Great Crusade&#039;&#039;&#039; makes them more accurate, &#039;&#039;&#039;Survivors of the Dark Age&#039;&#039;&#039; turns them into Mechanised Mobile troops, while in &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039; they gain incredible firepower that lets them outgun any other &#039;&#039;Line&#039;&#039; unit and quite possibly any other Troops unit in the game. In &#039;&#039;&#039;Debased Rabble&#039;&#039;&#039; and &#039;&#039;&#039;Unending Horde&#039;&#039;&#039; armies they become less common, or unavailable altogether.&lt;br /&gt;
**Note that they get both their long arms alongside a pistol and basic close combat weapon. This is important for some Provenances, for example with &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; they can take the god combo (at least for this army) of Chainaxe &#039;&#039;and&#039;&#039; Shotgun.&lt;br /&gt;
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*&#039;&#039;&#039;Fire Support Squad:&#039;&#039;&#039; Your heavy weapon squads, just like with Imperial Guard, but as Troops choices with no platoon tax. Unfortunately as &#039;&#039;Support Squads&#039;&#039; they cannot be Compulsory choices. They come in units of 3-10 teams and have the full range of Guard crew-served heavy weapons usually for 10pts each, plus some extras like multi-lasers and the stock heavy stubbers. These units have good potential, but even with 2 wounds per &amp;quot;team,&amp;quot; their inherent squishiness and the punishing &#039;&#039;Emplaced&#039;&#039; rule mean they should be kept as far back as possible and usually in numbers less than the full 10 available per squad. &lt;br /&gt;
**Like with the Field Gun Battery, the Fire Support Squad is subject to the &#039;&#039;Emplaced&#039;&#039; rule. This prohibits their Reaction choices to Return Fire, Overwatch, or Interceptor, which admittedly are the only ones you&#039;d want to use anyway. It also means that if they ever have to fall back for &#039;&#039;&#039;any reason&#039;&#039;&#039;, they abandon their weapons and are removed from the game. Even more so than other units in this list, invest in Discipline Masters or other ways to boost Leadership.&lt;br /&gt;
***&#039;&#039;&#039;Heavy Stubber&#039;&#039;&#039;: The stock option. It&#039;ll murder another Militia player&#039;s Levy Squads, but its niche of &amp;quot;high volume, low damage&amp;quot; is better done by other options here. At the very least Heavy Stubbers look cool.&lt;br /&gt;
***&#039;&#039;&#039;Mortar&#039;&#039;&#039;: Its ability to avoid danger thanks to the &#039;&#039;Barrage&#039;&#039; rule is somewhat mitigated by only having 36&amp;quot; range. However, it&#039;s the cheapest upgrade available at only 5pts, wounds Space Marine statlines on a 4+, and can be a plentiful source of &#039;&#039;Pinning&#039;&#039;. Due to the last of these, they&#039;re best taken in MSU to force multiple Pinning tests. That said, a S4 3&amp;quot; blast makes it difficult to cause wounds and force tests on models tougher than GEQs.&lt;br /&gt;
***&#039;&#039;&#039;Heavy Bolter&#039;&#039;&#039;: The premier choice for mulching other mortals thanks to AP4. Against Space Marines, the 36&amp;quot; range means this squad is usually close to the fighting, so try your best to keep them in cover so their meagre 5+ armour isn&#039;t blasted apart by basic bolters. &lt;br /&gt;
***&#039;&#039;&#039;Multi-laser&#039;&#039;&#039;: A better choice against Space Marines thanks to its S6, it still suffers from only 36&amp;quot; range. &lt;br /&gt;
***&#039;&#039;&#039;Missile Launcher&#039;&#039;&#039;: A versatile option, but sadly lacking Flakk Missiles. S8 AP3 Kraks are great for killing MEQs by piercing their Power Armour and inflicting ID and can reliably penetrate vehicles smaller than a Land Raider, while the Frags can be used like Mortars, trading in the ability to stay out of Line of Sight with &#039;&#039;Barrage&#039;&#039; for 12&amp;quot; more range so the enemy cannot reach you. Not bad to be honest.&lt;br /&gt;
***&#039;&#039;&#039;Autocannon&#039;&#039;&#039;: A versatile weapon like the Missile Launcher, except it fires one type of round at middling damage and rate instead of having alternate ammo. At the same price as Heavy Bolters/Multi-Lasers but with S7 AP4 48&amp;quot; range and &#039;&#039;Rending&#039;&#039;, Autocannons are the better choice against anything but total chaff units.&lt;br /&gt;
***&#039;&#039;&#039;Lascannon&#039;&#039;&#039;: The priciest at +15pts, Lascannons are as good as ever. However, be mindful of the Fire Support Squad&#039;s BS3, and that the perceived threat of Lascannons mean this unit will likely draw much more fire against a squishy and now-expensive target. 2W won&#039;t help you when basically everything at the Lascannon&#039;s maximum range has &amp;gt;S6 and thus inflicts ID regardless. If your game plan revolves around one of these, consider &#039;&#039;Kinfolk Helots&#039;&#039; so you take ID from fewer sources and can thus also have &#039;&#039;Feel No Pain&#039;&#039; from a Medicae.&lt;br /&gt;
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*&#039;&#039;&#039;Reconnaissance Squad:&#039;&#039;&#039; Your &amp;quot;elite&amp;quot; troops choice. Coming with shotguns as standard, they all have &#039;&#039;Scout, Infiltrate&#039;&#039; and &#039;&#039;Moves Through Cover&#039;&#039; as well as having the &#039;&#039; Light&#039;&#039; subtype, giving them more mobility if they decide to Run and Gun. However, 50 points for five GEQ models is an awful lot to ask, and those sniper rifles come in at 10 points per model meaning this squad can easily become fragile point-sinks that have to work hard to justify their cost. Even so they are still one of the cheapest Troop choices in the game. Just have a plan for them.&lt;br /&gt;
**It&#039;s worth remembering that Sniper Rifles and Long Las weapons are two very separate weapons in this list. Sniper Rifles are more appropriate for taking out high value officers with their 72&amp;quot; range and &#039;&#039;Rending (5+)&#039;&#039; rule. While the Long Las is more effective at taking out light vehicles with S6 and &#039;&#039;Sunder&#039;&#039;. This means that Infiltrating into a good position at the start of the game can be crucial depending on the chosen target, such as getting a good angle on weaker rear vehicle armour. Not taking either Sniper choice is a bad idea, as you could more cost-effectively get shotgun/stubcarbine/lascarbine on Infantry Squads.&lt;br /&gt;
***You get 5 Sniper Rifles/Long-las regardless of how big the squad is. Strongly consider not taking any extra models if you want to snipe, particularly with the 72&amp;quot; Sniper Rifle, as you will be out of range of anyone shooting back.&lt;br /&gt;
***There is a marginal case for the stock shotguns in support of your Cavalry, as &#039;&#039; Light&#039;&#039; subtype and &#039;&#039;Scout/Infiltrate&#039;&#039; make Recons quick enough to accompany Cavalry, while a full squad has just enough volume of fire to force a &#039;&#039;Concussive&#039;&#039; test on MEQ even if you have to Snap Shot due to Running. 75 points to make sure your Cavalry take out that Heavy Support Squad is arguably worth it. That said, for literally any other melee unit, just use normal Infantry.&lt;br /&gt;
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===Dedicated Transports===&lt;br /&gt;
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You don&#039;t normally get any, but 10-man Grenadier/Command Cadres get some Space Marine vehicles if you take &#039;&#039;&#039;Survivors of the Dark Age&#039;&#039;&#039;. As noted in the Provenances section, the vehicles are penalized with BS3 and &#039;&#039;Third-line&#039;&#039;, without the discount your other vehicles normally get as compensation. That said, you don&#039;t care if your Rhino dies, the Termite is more or less a Deep Strike method and the Land Raider is tough enough regardless.&lt;br /&gt;
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*&#039;&#039;&#039;Legion Rhino Transport:&#039;&#039;&#039; 35 point metal box, now with 12 seats so attached characters (read: your Discipline Masters and Medicae) can ride too. A questionable choice, as your infantry units typically want to shoot the enemy from as far away as possible, which defeats the point of taking a DT. However, it is your cheapest way to take Multi-meltas, clocking in at 65 points to the Sentinel&#039;s 75. If you expect Terminators, it may be worth it just to shoot them with glorious &#039;&#039;Twin-linked&#039;&#039; S8 AP1 from 24&amp;quot; while being largely immune to their return fire. Also changes if you have &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, as Assault Needler Grenadiers are one of the strongest close range Troop units in the game, or with &#039;&#039;&#039;Legacy of the Great Crusade&#039;&#039;&#039; to make the most of your 2 special weapons (read: Plasma/Melta); in the latter case, take Stubcarbines/Bolters.&lt;br /&gt;
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*&#039;&#039;&#039;Legion Termite Assault Drill:&#039;&#039;&#039; Lets your units Deep Strike by coming out of the ground. Unfortunately has the same problem as the Rhino; your infantry don&#039;t want to be anywhere close to the enemy, which defeats the point of Deep Striking. Again, this changes if you take &#039;&#039;&#039;Armoury of Old Night/Legacy of the Great Crusade&#039;&#039;&#039;. Not as good as the Multi-melta Rhino otherwise; the &#039;&#039;Twin-linked&#039;&#039; pintle guns are meh, and while the Melta Cutters are strong, its 6&amp;quot; range can be charitably described as spitting distance, not helped by being on a vehicle with 8&amp;quot; movement.&lt;br /&gt;
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*&#039;&#039;&#039;Legion Land Raider Proteus:&#039;&#039;&#039; The Legions need a Rite of War to get these as DTs for Power Armour units, and normal humans just get it because their world is rich? Seems legit. While you don&#039;t have any elite close combat units that would benefit from &#039;&#039;Assault Vehicle&#039;&#039; (no, 12 &#039;&#039;&#039;Feral Warrior&#039;&#039;&#039; Infantry models with chainaxes don&#039;t count, and you have to take 5 Ogryns to get a Thunder Hammer Boss), it&#039;s a good way to bring tons of high strength AP2 firepower (2 Gravis Lascannons, &#039;&#039;Twin-linked&#039;&#039; Lascannon in front, pintle Multi-melta), particularly if you don&#039;t feel like taking &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;. Benefits from &#039;&#039;&#039;Kinfolk Helots&#039;&#039;&#039;, as the squad inside it can repair it too; &#039;&#039;Battlesmith (6+)&#039;&#039; is a lot better than it sounds when you have 3 characters (sergeant, Discipline Master, Medicae) inside the transport, and then there&#039;s the random scrubs outside the vehicle.&lt;br /&gt;
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===Elites===&lt;br /&gt;
*&#039;&#039;&#039;Ogryn Brute Squad:&#039;&#039;&#039; 3-10 Ogryns with big sticks and flak armour, with a squad upgrade option to take Carapace armour for a set cost. They don&#039;t get a squad leader unless their unit size is five or more. Each model can take a single wargear choice for five points, and mixing is allowed. Generally speaking, Thunderstubs or Ripper Guns would be the best choice. As the former grants an extra attack in close combat, while the latter has a sufficient rate of fire that it overcomes the Ogryns appalling BS2. Thunderstubs are very cool, but are so short ranged that you may never get a chance to use them.&lt;br /&gt;
**Never take a second basic CQC weapon on them, because due to the usual FW proofreading [[Fail|it costs as much as a Thunderstub which gives you +1 attack &#039;&#039;&#039;and&#039;&#039;&#039; a short ranged Concussive (1) shot]]. The Thunderstub is OK because you don&#039;t have to cause unsaved wounds, so its relatively poor AP4 is not a deal breaker, while its high S6 means it can likely wound. However, the Ogryns&#039; Orktastic BS2 means you statistically need 3 to expect 1 hit, so you need to take several, whereas they&#039;re mutually exclusive with Boarding Shields, which you also want because it&#039;s a 5++ you can use against the enormous list of weapons that will ignore your poor 5+/4+. &lt;br /&gt;
***You can mix and match the weapons options, so consider throwing one or two boarding shields into a unit with Ripper Guns or Thunderstubs to tank those AP5+ (or AP4+) shots.&lt;br /&gt;
**An Ogryn Boss has a separate list of wargear to choose from, but can still select an item from the standard Ogryn gear. So it is possible, and probably recommended, to pair up a better close combat weapon (read: Thunder Hammer) alongside a Boarding Shield to make an effective challenger.&lt;br /&gt;
**They still have &#039;&#039;Militia&#039;&#039; subtype, so have to be wary about failing morale checks and losing models, and unfortunately they cannot have attached advisors unless you expressly use the Ogryn Conscripts Provenance. Thankfully they have the &#039;&#039;Stubborn&#039;&#039; rule, so unlike the rest of the army, they can have the most reliable morale, despite having the same scores as everyone else. So if you want some modicum of longevity, then best to stack up on models and go for the Boss to get the Ld boost. If push comes to shove, &#039;&#039;&#039;Ruthless Tyrant&#039;&#039;&#039; still works on them.&lt;br /&gt;
**Ogryns do well in combination with several other Provenances, so look for best ways to help them out. &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; for instance lets them swap those basic close combat weapons for chainaxes, giving them S6 and &#039;&#039;Shred&#039;&#039;, without actually taking up one of their weapon upgrade choices, on top of +1WS on the charge. While &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039; adds that valuable +1 Ld to a squad that cannot normally gain Ld boosts from anywhere else, which they cannot lose thanks to &#039;&#039;Stubborn&#039;&#039;.&lt;br /&gt;
**While a lot of Provenances say that they cannot be combined with Ogryn Conscripts. That doesn&#039;t actually stop you from taking Ogryn squads and gaining the benefit anyway. So you can get Ogryn Brutes in [[Squat|&#039;&#039;&#039;Kinfolk Helot&#039;&#039;&#039;]] armies and have Toughness 6 and &#039;&#039;Battlesmith (6+)&#039;&#039; on their Boss. Or setting their base Strength to 6 when using &#039;&#039;&#039;Abhuman Muster&#039;&#039;&#039;.&lt;br /&gt;
**As usual, Ogryns are the diamond in the rough of the baseline human list. With Feral Warriors and Alchem-Jackers, you can get a 220 point (read: similar cost to a 20 man Despoiler Squad) unit of five WS5 Absolute Units with Chainaxes and Thunderstubs. This gives you a total of 30 attacks at S7 with &#039;&#039;Shred&#039;&#039;. Assuming you used a second unit with Shotguns and/or your Thunderstubs to dump &#039;&#039;Concussive&#039;&#039; on your &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; target unit, you will not care about the fact you&#039;re striking second because you&#039;re hitting on 3s and those Marines are now hitting on 5s...and you&#039;re also wounding on wounding on 2s (with a re-roll). Yes, Marines will get their saves, but that doesn&#039;t help them much when they&#039;ve just been hit with an average of 20 wounds (plus another 8 from HoW). Ironically this is less wounds than an Infantry Squad can shit out for less points, but Ogryns are more durable and can take Carapace Armour for another 25 points.&lt;br /&gt;
**If you want to, you can also add a Boss with a Thunder Hammer and Boarding Shield to the above for another 70 points. Do this if you want someone to challenge Marine Sergeants or even no-name Centurions and &#039;&#039;&#039;Praetors&#039;&#039;&#039;, because apparently the Emperor&#039;s genetic engineering loses out to several millennia of life in an environment where &amp;quot;natural selection&amp;quot; meant &amp;quot;tard strength&amp;quot;. Or to translate, he&#039;ll be dumping 5 S10 AP2 &#039;&#039;Brutal (2)&#039;&#039; attacks at WS5, enough to squash &#039;&#039;&#039;three&#039;&#039;&#039; Sergeants or Centurions or even almost &#039;&#039;&#039;&#039;&#039;two fucking Praetors&#039;&#039;&#039;&#039;&#039;. And most importantly, even when that Praetor (who costs at least twice as much as the Ogryn Boss) hits back with his own Thunder Hammer, he&#039;ll only take off about 1 wound, because [[What|your fat retard has Strength 10 so will ID the Praetor&#039;s T4, but the Praetor has Strength 8 so won&#039;t ID your fat retard&#039;s T5]]. This means it&#039;s not just the no-name Praetors that Joe Ogryn can beat, even named Praetors who don&#039;t have Eternal Warrior or a weapon with the ID special rule (or Murderous Strike and a good number of attacks) will likely fall to this beast. Anyone else starting to think Emps may have failed to see the real evolution of humanity?&lt;br /&gt;
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*&#039;&#039;&#039;Imperialis Militia Medicae Detachment:&#039;&#039;&#039;  3-12 field medics that you can disperse to other infantry squads in your army to grant them &#039;&#039;Feel No Pain (6+)&#039;&#039; that cannot be combined with any other version of the rule, nor can multiple medics be stacked on the same unit. Given his fragile your infantry are, any addition to their survivability is usually a welcome one. But a 6+ save is unlikely to reliably affect any outcomes.&lt;br /&gt;
**Medics inherit the rules/subtypes of whatever unit they get attached to, so bear this in mind. So yes, that Provenance that lets you attach them to Ogryns also means you [[What|get Ogryn medics]]. Maybe kitbash them from Ogre Kingdoms Butchers?&lt;br /&gt;
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*&#039;&#039;&#039;Field Gun Artillery Battery:&#039;&#039;&#039; A Rapier analogue with two key differences, the first being that the gun crew and weapon all count as a single model (effectively making them an even bigger version of the Fire Support squad), and the second being that these are &#039;&#039;Emplaced&#039;&#039; guns which lack the Rapier&#039;s &#039;&#039;Relentless&#039;&#039; mobility. The &#039;&#039;Emplaced&#039;&#039; rule means the unit is also instantly destroyed if it has to Fallback, but having &#039;&#039;Heavy&#039;&#039;, 3 wounds, and very cheap carapace armour means they&#039;re rather tough by Militia standards. In terms of weapons they have three choices - one of which is the clear winner, and the other two having niche uses that can be helpful if you lack the points or FOC slots for alternatives:&lt;br /&gt;
**The basic &#039;&#039;&#039;Thunderblast Cannon&#039;&#039;&#039; is a safe but unremarkable bet. It is a S7 AP4 Blast (3) weapon with &#039;&#039;Barrage&#039;&#039; and &#039;&#039;Pinning&#039;&#039;. Its 72&amp;quot; range means it can be kept far from trouble, but having only a 3&amp;quot; Blast template and S7 means its damage output is minimal. Use this if you want long-range guns in an Elites slot, and you&#039;ve already used your Heavy Support slots for tanks, or bigger guns that do the Thunderblast&#039;s job better. &lt;br /&gt;
**The &#039;&#039;&#039;Heavy Lascannon&#039;&#039;&#039; is pretty much a normal Lascannon with S10. It is inferior in stopping power to a Laser Destroyer but has better range. The unfortunate downside is the added cost of effectively 60 points per gun, which adds up in bulk. You otherwise could have had regular Lascannons in Fire Support squads for 35 points per gun, which usually does the job just as well. That said, S10 ID is valuable against [[Heresy|Custodes]] as well as Daemons and weaker Automata.&lt;br /&gt;
**The &#039;&#039;&#039;Kalliope Mortar&#039;&#039;&#039; is the standout star of the Field Gun options. It&#039;s analogous in many respects to the Rapier Quad Mortar, having the same strength and AP, and both use the Large Blast template. The Quad Mortar has longer range and &#039;&#039;Shred&#039;&#039;, but the Kalliope has a trick up its sleeve in the fact that it causes &#039;&#039;Pinning&#039;&#039; with &#039;&#039;Shell Shock (1)&#039;&#039; meaning that it can reliably shut down enemy squads. It doesn&#039;t cost any extra either, so it allows for peppering quite large areas when taken in multiples per unit, and ends up being cheaper than multiple Rapiers for potentially a better outcome.&lt;br /&gt;
***It can&#039;t be overemphasized how important the 5&amp;quot; Large Blast is for the Kalliope relative to the Thunderblast. Outside of edge cases needing very long range or higher Strength for bullying a vehicle&#039;s top armour, the Kalliope will deliver much better results with S5, Large Blast, and &#039;&#039;Shell Shock (1)&#039;&#039;.&lt;br /&gt;
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===Fast Attack===&lt;br /&gt;
*&#039;&#039;&#039;Cavalry Squad:&#039;&#039;&#039; At last! Rough Riders are a part of the Imperial Militia. You get a proper fast moving unit that has a surprising amount of punch. They all have a pistol and close combat weapon as standard, but can choose an additional weapon on top of that. Shotguns, Lascarbines, and Stubcarbines are all perfectly viable options, though the unit gets access to the unique Militia Lance, giving them S7 AP3, with &#039;&#039;Brutal (2)&#039;&#039; and &#039;&#039;Sudden Strike (2)&#039;&#039;, meaning when they charge they now hit at Initiative 5 and have a respectable chance of killing any MEQ in a single hit before they get struck back. &#039;&#039;Ungainly&#039;&#039; means they only ever get one attack with this weapon, and only ever when charging. So it pays to match up units that use it with accuracy boosting Provenances like &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; and/or &#039;&#039;&#039;Debased Rabble&#039;&#039;&#039;.&lt;br /&gt;
**While the Cavalry Mount gives &#039;&#039;Shrouded (5+)&#039;&#039; on Running, &#039;&#039;Light&#039;&#039; also gives them +1 to cover when not Running. Consider taking cover in terrain if you don&#039;t really need to get somewhere quick, as a 4+ cover save can potentially be even better than &#039;&#039;Shrouded&#039;&#039;. &lt;br /&gt;
**Much like Grenadiers, they take their long arm (or Lance) separately to their pistol and close combat weapon. They can also take Carapace armour for a fixed cost, overall meaning in some builds you can just treat them as faster Grenadiers. It helps that their sergeant has Ld7 base.&lt;br /&gt;
**&#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; also allows them to swap their basic combat weapon with a Chainaxe, which makes a perfectly serviceable back-up weapon if you can&#039;t use, or don&#039;t take, the Lances. Not having Lances opens up the possibility of shotguns and therefore &#039;&#039;Concussive&#039;&#039; and is moreover cheaper (even if you take Chainaxes), so it&#039;s a decent idea if you are willing to stomach losing &#039;&#039;Sudden Strike&#039;&#039;.&lt;br /&gt;
**Remember that they are still Militia, so if you use them as a melee unit, they are still likely going to break and be destroyed very easily when the opponent strikes them back. Luckily Discipline Masters can be added to them if they buy their own mounts.&lt;br /&gt;
**Can &#039;&#039;Scout&#039;&#039; and therefore &#039;&#039;Outflank&#039;&#039;. You can&#039;t reroll Reserves, so it&#039;s not reliable, but you can surprise your opponent by putting your Cavalry in Flanking Assault and running over key units in his backline. &lt;br /&gt;
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*&#039;&#039;&#039;Cargo-8 Hauler Squadron:&#039;&#039;&#039; Channel your fiercest Gorkamorka energies and mount no less than 22 models in the back of a hulking and very fragile freight truck. At a measly 50 points to start, with +40pts for two more Haulers in a squadron, these are priced to move. Not that they&#039;ll move especially quickly with 10&amp;quot; of Movement, or safely with only 12AV on the front (still better than a Rhino). You can upgrade to an Armoured Container for +10pts to get 12AV all-around and the option to buy two extra Heavy Stubbers, but any effect on survivability this will have is negligible (no buff to frontal AV, and if your enemy can target side/rear AV you&#039;re doing something wrong), and it comes at a steep cost of cutting the transport capacity down to just 12 models. &lt;br /&gt;
**The best use for Cargo-8s is to keep them cheap and keep them moving. Dozer Blades are just +5pts and will save you the embarrassment of having 22 men footslogging because the Cargo-8 hit a rock. They &#039;&#039;will&#039;&#039; die the moment any halfway serious anti-vehicle firepower comes there way, so make the most of that 10&amp;quot; move to get your transported infantry where they need to be. This will usually be Stubcarbine or Assault Needler units; shotgun/melee units cannot charge after disembarking due to lack of &#039;&#039;Assault Vehicle&#039;&#039;, while lasgun/lascarbine units don&#039;t need to get so close.&lt;br /&gt;
**Interestingly, the Cargo-8 can be used to transport up to four Sentinels if it doesn&#039;t have an Armoured Container. The Cargo-8 is quicker than the Sentinel and the Sentinels don&#039;t care that it&#039;s not an &#039;&#039;Assault Vehicle&#039;&#039;, so it&#039;s worth considering if you absolutely must deliver Sentinels somewhere. That said, Sentinels are pretty tough due to not being vehicles anymore, so it&#039;s not really necessary. Conversely, you can technically transport smaller units of Rapiers/Field Guns/Fire Support squads and the former can even fire after disembarking due to the actual Rapier having &#039;&#039;Relentless&#039;&#039;, but they all have decent range and you generally don&#039;t want them any closer to the enemy than absolutely necessary, so transporting them is a questionable proposition.  &lt;br /&gt;
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*&#039;&#039;&#039;Arvus Lighter:&#039;&#039;&#039; It&#039;s a flying transport for 40 points.  It has no weapons to speak of, and can&#039;t even be jury-rigged like last edition, effectively turning it into a rather expensive drop pod. With that in mind, there aren&#039;t really many ways to get Deep Strike in this list without taking &#039;&#039;&#039;Survivors of a Dark Age&#039;&#039;&#039;, so if you want to vary your deployment this is it.  Because of its capacity of 12 it can only really transport Grenadiers, Recon squads and HQ units.&lt;br /&gt;
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*&#039;&#039;&#039;Sentinel Squadron:&#039;&#039;&#039; The chicken walkers are back, and GW has even released a much chunkier refresh of the old model. They&#039;re perhaps a touch overpriced at 60pts per Sentinel (with no discount for additional walkers), but they at least come with fairly solid statline and the benefits of the &#039;&#039;Mechanized&#039;&#039; Unit Type. They&#039;re the only unit in the army to come with a native 3+ Armour Save, and when paired with T6 and W3, they can shrug off small-arms almost entirely and even handle things like Autocannons or Volkite Culverins to some extent. Being &#039;&#039;Mechanized&#039;&#039;, they can also fire their solid weapons options on the move, which is especially helpful if you take advantage of their &#039;&#039;Scout&#039;&#039; rule to Outflank and hit enemy vehicles in the sides or rear. The free Autocannon in particular benefits from rear hits, while the Multi-melta needs to get closer for &#039;&#039;Armourbane&#039;&#039;. Alternatively, take Heavy Flamers and roast some poor Auxilia/Militia. &lt;br /&gt;
**The Multi-Laser comes stock, and can be swapped at no cost with either a Heavy Flamer or Autocannon. These are all solid anti-infantry options, though the Heavy Flamer is risky due to needing close range, and the Sentinel lacks any sort of melee weapon upgrade.&lt;br /&gt;
**The Missile Launcher is the first &amp;quot;paid&amp;quot; upgrade at a very reasonable +5pts for Frag &amp;amp; Krak Missiles. The Lascannon and Multi-Melta both come at a pricier +15pts, but definitely benefit from being mounted to a fairly quick and durable platform, especially when it comes to getting close enough to take advantage of the Melta&#039;s &#039;&#039;Armourbane&#039;&#039; at half-range. In particular, the Multi-melta&#039;s inbuilt &#039;&#039;Twin-linked&#039;&#039; remedies the Sentinel&#039;s BS3, so it&#039;s stronger than it sounds.&lt;br /&gt;
**While it&#039;s tough, it has the same flimsy Ld7 the rest of the army has, and you can&#039;t make them braver with Discipline Masters/Provenances. At 5 max, you will take a Morale check every time you lose a model (unless you have 5 and you lose 1), and with &#039;&#039;Militia&#039;&#039; they won&#039;t be coming back if they&#039;re under half-strength. As a result, you really have a choice between taking 4 or 5; you can lose 3 Sentinels (2 is half of 4 and therefore not under half) before the squadron goes under half-strength in either case, so taking 4 means you don&#039;t risk losing 2 Sentinels to &#039;&#039;Militia&#039;&#039; regrouping rules, while taking 5 lets you not take a Morale check when you lose the 1st Sentinel. Taking any less is a waste of a slot, being too easy to rout and too lacking in firepower.&lt;br /&gt;
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*&#039;&#039;&#039;Thunderbolt Fighter:&#039;&#039;&#039; Compared to the Astartes version, it gets a 50 point discount for effectively the same skeleton of a unit. 120 points is a more reasonable cost for your only serviceable flyer. However you are BS3 and have the &#039;&#039;Third Line&#039;&#039; rule in exchange for that discount. GW also didn&#039;t fix the inherent problem of having more guns than you can fire. It does not have the Advanced Reaction of the Solar Auxilia version, so it&#039;s not an automatic counter to enemy Flyers. Can take missiles like the Astartes/Auxilia versions.&lt;br /&gt;
**Heavy Krak Rocket has built-in &#039;&#039;Skyfire&#039;&#039;, so you can&#039;t use it with your Lascannons to hunt tanks, while being a Flyer means you can give &#039;&#039;Skyfire&#039;&#039; to your weapons in the shooting phase anyway. However, being on a Hull mount means it can be useful for Interceptor, as it has a wider arc of fire than the guns and retains &#039;&#039;Skyfire&#039;&#039; even outside your own shooting phase. You don&#039;t have Augury Scanners, but that only prevents &#039;&#039;&#039;free&#039;&#039;&#039; Interceptor, so you can still use up one of your Reactions as per normal. The Heavy Frag Rocket is a Kalliope Mortar on a Fighter without &#039;&#039;Shell Shock&#039;&#039;; as you should already have Kalliope Mortars, this isn&#039;t such a good idea.&lt;br /&gt;
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*&#039;&#039;&#039;Beastmasters:&#039;&#039;&#039; Quite frankly a very bad unit for a number of reasons, you get three militia for 50 points, &#039;&#039;&#039;before&#039;&#039;&#039; factoring in what animals you want to add to the unit. You also need one Handler for each creature that gets added in, so you have to buy more of the crappy dudes in order to get more Beasts. Unfortunately the militia and beasts have mutually exclusive subtypes, special rules, and profiles: With the exception of the Caiman, all Beasts are faster than their human handlers and are therefore stuck at the slowest speeds. Most Beasts have &#039;&#039;Light&#039;&#039; which &#039;&#039;&#039;would&#039;&#039;&#039; allow them to get +1 Initiative when running but are prevented from doing so [[Fail|as long as any humans remain in the unit.]] Furthermore, any Provenances taken by the Force Commander will not apply to Beasts because they lack the &#039;&#039;Militia&#039;&#039; subtype which would make them eligible, but the Beasts will still suffer from the drawbacks inherent to  &#039;&#039;Militia&#039;&#039; subtype as long as the unit contains any models with the rule, therefore they are liable to being removed from play under certain situations while they are stuck with their Handlers. Best case scenario? Kill off the Handlers as soon as possible and let the animals run wild! The beasts are apparently loyal enough to refrain from attacking your army even without their handlers, and their instinctual behavior (move towards the nearest enemy and charge if within 12&amp;quot;) is more or less what you wanted them to do anyway. &lt;br /&gt;
**Mastiffs, Felidae, and Raptors all have &#039;&#039;Fleet (1)&#039;&#039;, but as above, are unable to use the rule while any models without the rule remain in the unit.&lt;br /&gt;
**Mastiffs have &#039;&#039;Furious Charge (1)&#039;&#039;, which allows them to strike at S5 on the charge. &lt;br /&gt;
**Felinids have &#039;&#039;Rage (1)&#039;&#039; [[FAIL|which does nothing because &#039;&#039;Rage&#039;&#039; replaces your +1A on the charge, so &#039;&#039;Rage (1)&#039;&#039; is business as usual]] and can get the attack in before the enemy at I5, but because they are only S3 their odds of hurting anything is quite slim.&lt;br /&gt;
**Raptors have &#039;&#039;Shrouded (4+)&#039;&#039; so they get an actually good damage mitigation save against shooting. They don&#039;t have an armour value at all, but it&#039;s fairly irrelevant when the other animals have 5+/6+ saves which are ignored by simple Bolters. Raptors also have three attacks base, so have equivalent or better damage output to Felidae, just at a lower initiative.&lt;br /&gt;
**Caiman have S5/T5, two wounds, and &#039;&#039;Feel No Pain (5+)&#039;&#039;, so they are clearly the hardest hitters of the bunch and are the hardest to kill under regular circumstances. They also have the slowest speed and aren&#039;t &#039;&#039;Light&#039;&#039; so they lose the least while still being attached to their Handlers. They still won&#039;t kill anything, but they&#039;re a good roadblock in melee against enemies without AP like Space Marine Troops if you can&#039;t be bothered with Ogryns.&lt;br /&gt;
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===Heavy Support===&lt;br /&gt;
*&#039;&#039;&#039;Rapier Battery:&#039;&#039;&#039; Your mobile artillery unit. Regardless of the weapon you choose, they always have &#039;&#039;Relentless&#039;&#039; so they can move and shoot. They start with Gravis Multi-lasers, but you can swap them for Heavy Bolters, Laser Destroyers, or Quad Launchers. Of these, the Laser Destroyers have the most useful niche, as AP1 and two twin-linked Ordnance shots outperform both the Lascannon and Heavy Lascannon in a comparable role without even factoring in &#039;&#039;Exoshock (6+)&#039;&#039;. The other choices aren&#039;t bad by any means, but other options exist to do their job for cheaper and in less high-demand FOC slots. &lt;br /&gt;
**It&#039;s difficult to overstate how important the Laser Destroyer Rapier is in this list. You only get so many sources of AP1/2, and the Laser Destroyer ranks high on durability (Rapier model has 3+ save, unit can become majority T5 after you remove crewmen), firepower (&#039;&#039;Twin-linked&#039;&#039; Ordnance 2), availability (6 per slot) and cost-effectiveness (55 points/model). If you don&#039;t have &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;, taking a full battery is almost mandatory to counter the Terminators and Dreadnoughts that populates literally every single Marine list. Even then, the Rapier gets you more bang for your buck than even the mighty Leman Russ Vanquisher, and the Rapier no longer competes with the Russ for slots because you get Russ-exclusive Heavy Support slots, so it&#039;s still worth considering.&lt;br /&gt;
***Can also serve as emergency anti-air, as 2-shot &#039;&#039;Twin-linked&#039;&#039; gives you a decent chance of hitting Snap Shots when you consider how many Rapiers you get in a battery, while S9 AP1 Ordnance means whatever poor Flyer you hit is very likely to explode/Crash and Burn from a penetrating hit. Not its optimal use considering how much you need them to kill 2+ save models, but if it comes down to shooting down that Thunderhawk or not...&lt;br /&gt;
**Unlike most of the other artillery units, this one doesn&#039;t suffer from any variant rule where they abandon their guns if they fall back. They are still &#039;&#039;Militia&#039;&#039; so morale is a worry, but at least this gives you a second chance if there are enough models in the unit.&lt;br /&gt;
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*&#039;&#039;&#039;Heavy Ordnance Battery:&#039;&#039;&#039; Earthshaker guns that have the longest range out of the entire armoury. Able to strike pretty much anywhere on the table, Earthshakers are very likely to wound their targets with S9 and &#039;&#039;Shred&#039;&#039;, and at 75 points for the initial cannon, and 65 for each additional one, they are very reasonably priced. They are Immobile though, and the Ld7 crew have a special rule where if they fall back the guns are simply lost, this makes them really fragile, which probably accounts for the cost. They can buy up to twenty crewmen for only 2 points per model, so arguably should be stocked up as much as possible to avoid those 25% shooting morale checks, as well as BS1 and rerolling Hits for scatter when having less than 2 crew per gun. The Medusa is a hard sell, as its 36&amp;quot; range can be tough on an immobile platform and &#039;&#039;Rending (6+)&#039;&#039; really isn&#039;t that impactful even if it were a swap, but you&#039;re paying 25pt/model.&lt;br /&gt;
**Not very good. The Kalliope Mortar does a better job of Pinning enemies due to &#039;&#039;Shell Shock&#039;&#039;, while destroying vehicles can be done with other Heavy Support choices that also have enough AP to threaten Terminators/Dreadnoughts. Still, being able to tag basically anyone on the table lets you pile on the hurt against backfield non-&#039;&#039;Heavy&#039;&#039; models, as you can force failed armor saves with your S9 5&amp;quot; blast and you can get 3 for the bargain bin cost of 205pts, not counting extra crewmen. It&#039;s also good against vehicles, but you should have that covered with Rapier/Vanquisher spam.&lt;br /&gt;
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*&#039;&#039;&#039;Imperial Militia Leman Russ:&#039;&#039;&#039; Leman Russes, everyone&#039;s favourite, chosen from the Vanilla, Annihilator, Exterminator, Demolisher and Vanquisher flavours. Of these options, only the Vanilla option with the Battlecannon is truly &#039;&#039;bad&#039;&#039; in every sense of the word. However, the Vanquisher is good. Really good. Good to the extent that it outperforms every other variant through (oh the irony) sheer versatility, consistency, and cost-effectiveness. The other options can work well, and you shouldn&#039;t feel guilty about using your preferred options in an army very much leaning towards creativity over competitiveness, but you really just can&#039;t go wrong with the Vanquisher for anything but killing chaff (and why aren&#039;t you using the rest of your army to do that?).&lt;br /&gt;
**Note that unless you take the &#039;&#039;Industrial Stronghold&#039;&#039; Provenance, Leman Russes are purchased individually. With that Provenance, you can take Russes in squadrons of &#039;&#039;6&#039;&#039;, which is equal parts insane and hilarious. &lt;br /&gt;
**For whatever reason, Militia Russes can no longer take sponson weapons. As for the hull-weapon, the Heavy Bolter and Heavy Flamer options are unremarkable, while the Lascannon costs a frankly scandalous +20pts for a single shot at BS3. Purchase it with clenched teeth, because it at least means &#039;&#039;Weapon Destroyed&#039;&#039; damage results won&#039;t automatically nuke your turret weapon. &lt;br /&gt;
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*&#039;&#039;&#039;Malcador Heavy Tank:&#039;&#039;&#039; One highly customisable vehicle, for 185 points, which is a significant reduction when compared to the 245pt Legion and 225pt Solar Auxilia versions of the same tank. You get a lot of guns on a &#039;&#039;Reinforced&#039;&#039; chassis (meaning it&#039;s immune to 2/3 of the Vehicle damage table, and with &#039;&#039;Third-line&#039;&#039; AV13 you will be rolling on it &#039;&#039;&#039;a lot&#039;&#039;&#039;), and every weapon on the tank can be swapped out for something else. However this variant doesn&#039;t get the &#039;&#039;Independent Fire Control&#039;&#039; of other versions so you may actually be better served by keeping the left and right sponson weapons as Bolters, Multi-lasers, or Flamers as they are Defensive weapons that can still fire at the nearest target independently of the main turret(s) in front.&lt;br /&gt;
**The Vanquisher cannon may not be the best idea, despite its awesomeness. With BS3 you can only hit half the time, otherwise you might be better with 125 points of a Leman Russ, that gets a coaxial weapon to give more accuracy. That said, because you can only take 1 Russ per slot, the Demolisher/Vanquisher Malcador may be a necessary compromise to get a tank that can counter Terminators, Dreadnoughts and Automata if you don&#039;t have &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;.&lt;br /&gt;
**Malcadors are actually the one of the fastest units in the army list with a movement speed of 14.&lt;br /&gt;
**The tank also has the &#039;&#039;Support Squad&#039;&#039; rule, which in most cases is meaningless, since Heavy Support slots are not usually compulsory unless you are playing some unique mission variant.&lt;br /&gt;
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*&#039;&#039;&#039;Gorgon Heavy Transporter:&#039;&#039;&#039; The classic &amp;quot;LCA on tracks&amp;quot; returns to duty in 2.0, now as a dedicated Heavy Support choice instead of a DT. At 8&amp;quot; it&#039;s not much quicker than your infantry, but if you wanted to move quick, you&#039;d have taken some Cargo-8s instead. What you take this for is to get a seemingly invincible transport (&#039;&#039;Third-line&#039;&#039; AV15 rounds out to basically AV14, except [[Awesome|immune to Glancing Hits from S8]]) that will make sure your infantry units make it to the frontline in one piece. This implies you want to load up on the close-quarters units who actually need the help getting into range, like Assault Needler units in &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;; otherwise, consider simply taking more squads (seriously, 250 points can buy you 3 more Infantry squads) instead of taking the Gorgon so you can spend your Heavy Support slots on something else.&lt;br /&gt;
**Unlike most transports, GW didn&#039;t give the Gorgon extra slots for attached characters, so you cannot fill it with 2 full squads of 20 and then add ICs/Discipline Masters/Medicae. Build your army accordingly.&lt;br /&gt;
**The Gorgon can take up to 6 extra Lascannons for 65 points in total. Due to being a &#039;&#039;Superheavy&#039;&#039;, it is immune to the Vehicle damage table and can therefore never lose damage output and can also fire at full effect while moving at full speed to transport its passengers. Given the general lack of AP1/2 in the list, worth considering if you were taking a Gorgon in the first place; for reference, a Lascannon on a Fire Support team costs 35 points.&lt;br /&gt;
**[[Derp|GW forgot that Open Topped isn&#039;t a thing anymore, so because it isn&#039;t an Assault Vehicle that big ramp is meaningless]]. Don&#039;t put your Ogryns inside in expectation of charging them out. &lt;br /&gt;
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===Lord of War===&lt;br /&gt;
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*&#039;&#039;&#039;[[Baneblade|Militia Baneblade]]:&#039;&#039;&#039; -  This edition it comes with the &#039;&#039;Third Line&#039;&#039; drawbacks, but it&#039;s still a Superheavy Vehicle it is less bothered by penetrating hits, so the downside is mitigated somewhat, while it also means you don&#039;t pay &#039;&#039;&#039;The Price of Failure&#039;&#039;&#039; for losing a Lord of War. Though outclassed by the Legion Fellblade, the Baneblade is still a nasty proposition to face and since it&#039;s only 400 points, this is the only reasonably priced Baneblade available to any army. Sporting a Baneblade cannon, Autocannon, Demolisher Cannon and a twin-linked heavy bolter, the option of two Lascannons and two more twin-linked heavy bolters/flamers &#039;&#039;(the sponsons don&#039;t come as standard here)&#039;&#039;, optional pintle mounts, AND optional Hunter-killer missile, it is a rolling fortress of death.&lt;br /&gt;
**That said, it competes with the far more point-efficient Russ in &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039; lists, as the Russ can take weapons with more useful AP in this game of Terminators and Dreadnoughts. Even though it&#039;s your only superheavy, [[Fail|it&#039;s still not an autotake.]]&lt;br /&gt;
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===Fortifications===&lt;br /&gt;
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==Allies==&lt;br /&gt;
The Militia is a bit of an oddball in terms of alliances. While considered part of the Imperial Army, taking &#039;&#039;&#039;Kinfolk Helots, Abhuman Muster&#039;&#039;&#039; or &#039;&#039;&#039;Ogryn Conscripts&#039;&#039;&#039; immediately dump your friendship with the legions and Solar Auxilia forces to Distrusted Allies, regardless of allegiance.&lt;br /&gt;
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===Legiones Astartes===&lt;br /&gt;
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You don&#039;t really want Custodes due to &#039;&#039;&#039;By the Emperor&#039;s Command&#039;&#039;&#039;, so it has to be Space Marines to provide melee support for your Loyalist Militia out there. As you have the ability to take plenty of &#039;&#039;Line&#039;&#039; squads in form of 80pt Infantry Squads, meaning that you don&#039;t really need the Marines to take objectives. As such, you don&#039;t have to be so worried about World Eaters, Space Wolves, etc. being &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; if you want to take a melee Legion.&lt;br /&gt;
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*This is the Terminator/Dreadnought edition due to their vastly increased durability and the almost total demise of high-volume and/or Blast AP2 weapons. Space Marines have plenty of both, while Militia have none. How you use them (eg. take melee Terminators/Dreadnoughts to counter enemy assault units, ranged Dreadnoughts for AA, etc.) is your call, but take at least one of either.&lt;br /&gt;
*As per above, you can take a billion &#039;&#039;Line&#039;&#039; squads because your Infantry Squads come at 80 points per squad and 3 squads per slot, so feel free to take non-&#039;&#039;Line&#039;&#039; Troops for your Legion detachment. Tactical Support Squads are nice for buffing up your gunline with AP1/2 firepower, Scout snipers are more reliable than your own Recon squads with BS4 and twice as many rifles and Indomitus Terminators add a valuable heavy assault element to your army that Militia simply do not have outside of Ogryns. That&#039;s even without accounting for the various Rites of War unlocking more units as Troops.&lt;br /&gt;
*Taking melee Provenances/units becomes kind of dumb with Legion allies, the superhumans in power armour are unsurprisingly a lot better in close combat, and if you want a melee Militia list you really should take some other sort of ally like Auxilia. One exception can be made for Ogryns with a Boss to fight Dreadnoughts, but don&#039;t do it otherwise. &lt;br /&gt;
*Space Marines can take &#039;&#039;Shock Pulse&#039;&#039; from 2 slots to silence Blast/Template weapons on vehicles by forcing Snap Shots. As Militia models still die in droves to those weapons, it can greatly improve their longevity. Alternatively, kill those with (Deep Striking) melee units.&lt;br /&gt;
*Your 9000 sources of &#039;&#039;Pinning/Concussive&#039;&#039; are just as useful for Space Marine melee units as they are for your own; they&#039;re a lot harder to kill on Overwatch/Return Fire, but they want their melee buffs too and if anything want -1WS on enemy units even more. Make their lives easier.&lt;br /&gt;
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There are 4 &#039;&#039;&#039;Sworn Brothers&#039;&#039;&#039; Legions too, which are of varying helpfulness.&lt;br /&gt;
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*Ultramarines can take Invictarus Suzerains to give a 6&amp;quot; +1Ld bubble, while Traitor Sons of Horus can take a Dark Emissary Consul for a 6&amp;quot; Ld10 bubble. With how flimsy Militia leadership is without Discipline Masters/&#039;&#039;&#039;Warrior Elite&#039;&#039;&#039;, alternative sources of Leadership can be very useful if you want to take other Provenances or even just to save points. &lt;br /&gt;
*The Delegatus unlocks Rites of War for cheaper than a Praetor &#039;&#039;&#039;and&#039;&#039;&#039; lets everyone with LoS to him rally immediately once per game upon the Delegatus passing an Ld test. That said, it won&#039;t rally your below half-strength &#039;&#039;Militia&#039;&#039; units, as you can&#039;t automatically pass a Regroup test if you couldn&#039;t take one to begin with.&lt;br /&gt;
**Salamanders can take the Delegatus &#039;&#039;&#039;and&#039;&#039;&#039; a Chaplain by taking &#039;&#039;&#039;The Awakening Fire&#039;&#039;&#039; Rite of War, which adds a compulsory Chaplain to HQ. The Chaplain is &#039;&#039;Stubborn&#039;&#039; Ld10 and will make sure your squad doesn&#039;t go anywhere (particularly if you have a Discipline Master too), while &#039;&#039;Hatred&#039;&#039; is great on melee squads like Cavalry or chainaxe Levy.  Salamanders infantry can buy &#039;&#039;Fear (1)&#039;&#039; with this Rite, so that ranged units can Pin enemies easier and melee units can more easily benefit from failed &#039;&#039;Concussive&#039;&#039; tests. &lt;br /&gt;
*Telekinesis Librarians can be useful for Telekine Dome, as basically every Space Marine ranged weapon ignores Flak Armour and everything from Heavy Bolter onwards ignores Carapace Armour too. Rolling the Psychic check to get a 4++ save from shooting on your units [[Grimdark|(because you don&#039;t care about Perils when you can just sacrifice a couple of 2pt Levy to take the D3 wounds)]] will make them that much tougher, and you don&#039;t care about the Invulnerable save being on a per-model basis because you can just allocate wounds to the models under the Dome. Bonus points for taking &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039; to [[Cheese|give 4++ to a Vanquisher Russ squadron]] and laugh at your opponent&#039;s pathetic attempts at countering them as you gun down his Terminator deathstar/Dreadnoughts/Superheavy from 60&amp;quot; away; that said, laughing at [[Rage|his subsequent attempt to beat your ass]] may be trickier.&lt;br /&gt;
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===Mechanicum===&lt;br /&gt;
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===Solar Auxilia===&lt;br /&gt;
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By default, they complement each other well. Lasrifles/Veletaris have the sheer firepower that your Infantry lack, while the widespread access Solar Auxilia have to tanks is helpful because your Russes don&#039;t come in squadrons and you really need the AP2 firepower. In return, Militia have things like snipers, Cavalry and Sentinels, which the more uniformly equipped Auxilia simply do not have. &lt;br /&gt;
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*It&#039;s worth considering skipping Cohort Doctrines altogether and just taking a Tactical Command Tercio. The Auxilia army is already pretty strong without them, and with the shortage of special weapons and AP 1/2 in general in Imperialis Militia lists you really want to say yes to 3 Plasma/Melta squads.&lt;br /&gt;
*Auxilia have Augury Scanners and tons of firepower, so they&#039;re pretty good at destroying enemy Deep Striking/Flanking units on &#039;&#039;&#039;Interceptor&#039;&#039;&#039;. Militia don&#039;t get Augury Scanners, so take some Auxilia to make up for that&lt;br /&gt;
*Taking an Auxilia detachment allows you to more or less ignore &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039; off the bat, as the one Armoured Tercio you can take in your Heavy Support slot is really 9 Russes, which is more than you should need. Unless you really want that Valdor, take another Provenance that helps the rest of your army instead. Even then, consider taking &#039;&#039;&#039;Armoured Fist Pattern&#039;&#039;&#039; to take Solar Auxilia Russes instead of using a Provenance.&lt;br /&gt;
**Speaking of which, the Valdor has &#039;&#039;Shock Pulse&#039;&#039;, which is a pretty good way of preventing enemy Blast/Template weapons from destroying entire units of your infantry every turn. That said, you only get 1, so it&#039;s arguable you should have just taken an Armoured Tercio with enough firepower to destroy the intended target outright.&lt;br /&gt;
*As Sentinels are technically Infantry, you can use Aevos Jovan to respawn them. No, we don&#039;t know how the Solar Auxilia&#039;s resident Dr. Frankenstein can repair an armoured walker with space surgery, [[Grimdark|nor do we really want to find out.]] Either way, it&#039;s a way of allowing your (very beefy) heavy weapons platforms to cheat death. With each Lascannon/Multi-melta Sentinel costing 75 points, Aevos Jovan will have paid for himself if he repairs even just 1, and unless the enemy routs the Sentinel squadron in one turn/melees them you will very likely get more than 1. Of course, this doesn&#039;t work if you&#039;re &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;, so choose Provenances/Cohort Doctrines carefully.&lt;br /&gt;
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There are also some stronger combinations when you consider Cohort Doctrines/Provenances of War.&lt;br /&gt;
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*&#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039; is as always an excellent choice, being able to mesh well with all of the Cohort Doctrines except maybe &#039;&#039;&#039;Solar/Penal Pattern&#039;&#039;&#039;. &#039;&#039;&#039;Ultramar/Reborn Cohorts&#039;&#039;&#039; with their massed Lasrifles benefit from the close-range firepower and &#039;&#039;Pinning&#039;&#039; of Assault Needlers, Cohort Doctrines allowing for Russ/Rapier/Automata spam will appreciate &#039;&#039;Pinning&#039;&#039; just as much as massed Lasrifle sections would, while &#039;&#039;&#039;Penal/Feral&#039;&#039;&#039; Cohorts can benefit from denying Reactions through &#039;&#039;Pinning&#039;&#039; too. On the other hand, spamming Volkites with massed Veletaris becomes less appealing when you have more firepower for cheaper at longer range with Assault Needler Grenadiers, as is taking short ranged weapons with &#039;&#039;&#039;Penal Pattern&#039;&#039;&#039;. Even then, short-ranged units that don&#039;t like melee benefit from &#039;&#039;Pinning&#039;&#039; even more than long-ranged units, notwithstanding their overlap with Assault Needlers.&lt;br /&gt;
*Remember that &#039;&#039;&#039;Solar Pattern&#039;&#039;&#039; has no downside when taken as an allied detachment, and in practical terms neither does &#039;&#039;&#039;Reborn Cohort&#039;&#039;&#039;, as you only had 1 Heavy Support slot to begin with. If you&#039;re fretting over the very obvious limitations of the other Cohort Doctrines, think about taking these. &lt;br /&gt;
**&#039;&#039;&#039;Solar Pattern&#039;&#039;&#039; allows you to skip taking Infantry/Levy/Grenadiers by replacing everything they do with Lasrifle or Veletaris Tercios, so you can pour your points into some of the more exotic choices in the Militia list (sniper Recon squads, Sentinels, etc.) while still being able to take an entire Tercio of Russes to cover for the Militia detachment&#039;s lack thereof. That said, this implies you want to take objectives with Auxilia infantry, so avoid Provenances that make them &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;.&lt;br /&gt;
*&#039;&#039;&#039;Penal Pattern&#039;&#039;&#039; is an interesting choice that blurs the line between Auxilia and Militia by letting you turning Lasrifle sections into essentially discount Grenadiers, except with Solar Auxilia&#039;s Tercio and Vox mechanics. In this sense, it&#039;s a lot like a cheaper version of &#039;&#039;&#039;Solar Pattern&#039;&#039;&#039; in that it enables you to take more of the Militia list&#039;s more exotic units and Provenances to buff them, while still having good (by Militia standards anyway) infantry. Conversely, don&#039;t take it if you&#039;re taking Provenances that make your Troops better at range, particularly if you&#039;re going to take lots of Grenadiers. Same proviso for Provenances and &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039; applies as for &#039;&#039;&#039;Solar Pattern&#039;&#039;&#039;, as you want your Lasrifle sections to take objectives.&lt;br /&gt;
*&#039;&#039;&#039;Armoured Fist/Siege/Iron Pattern Cohort&#039;&#039;&#039; are excellent ways of bringing big tough platforms of heavy firepower so sorely lacking in the Militia list, by spamming Russes/Automata. That said, don&#039;t think about taking &#039;&#039;&#039;Kinfolk Helots&#039;&#039;&#039; and repairing Auxilia vehicles; &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;, remember?&lt;br /&gt;
*&#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; is an interesting choice, as you can take Cavalry/Ogryns (or even simple chainaxe Troops) to countercharge the Lasrifle gunline that is the Auxilia detachment. As always however, try to make sure before you charge in that the enemy can&#039;t kill 2/3 of your unit on Overwatch. Pin them, or charge units already engaged with your units; say, with the Lasrifle sections your opponent was trying to shut up to begin with, who refuse to break (unlike your flimsy Levies and Infantry) because they&#039;re testing on Ld9/10 from Vox Interlock shenanigans. The same applies to other melee Provenances.&lt;br /&gt;
*Don&#039;t be so worried about certain Provenances and/or Feral Pattern Cohorts making you &#039;&#039;&#039;Distrusted Allies&#039;&#039;&#039;. As mentioned under the Legiones Astartes section, Imperialis Militia can field so many units of &#039;&#039;Line&#039;&#039; infantry you really don&#039;t need more from Solar Auxilia, while their Ld buffs (Cohorts Vexilla, Command Vox) don&#039;t carry over to other armies regardless of position on the Allies chart. Even if (for argument&#039;s sake) you&#039;re spamming &#039;&#039;&#039;Kinfolk Helot&#039;&#039;&#039; Fire Support Squads to claim +1T on your multi-wound models, you still have 2 Compulsory Troops slots you can fill with 6 &#039;&#039;Line&#039;&#039; Infantry squads. And if you don&#039;t do that... that&#039;s on you for refusing to take &#039;&#039;Line&#039;&#039; units, isn&#039;t it?&lt;br /&gt;
**&#039;&#039;&#039;Feral Pattern&#039;&#039;&#039; can help a lot with your wide selection of &#039;&#039;Concussive/Pinning&#039;&#039; weapons with widespread &#039;&#039;Fear (1)&#039;&#039;. Particularly good with &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, but also useful with melee builds (where you want &#039;&#039;Concussive&#039;&#039;) or to help snipers/Kalliope Mortars. However, you have to be within 12&amp;quot; to make use of &#039;&#039;Fear (1)&#039;&#039;, so your Auxilia infantry are forced to charge. To mitigate that and prevent your units from suiciding into that Pinned 20-man Despoiler Squad, place them at 11&amp;quot; or 12&amp;quot; where the charge will likely fail. The resultant Surge move will move you closer to the enemy unit, but that doesn&#039;t matter if it&#039;s &#039;&#039;Pinned&#039;&#039;; if it isn&#039;t &#039;&#039;Pinned&#039;&#039;, you were going to lose your unit when it gets charged next turn anyway, so again it doesn&#039;t matter. Alternatively, use melee units that actually want to charge, like Storm Axe Veletaris. &lt;br /&gt;
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===Agents of the Emperor===&lt;br /&gt;
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====Legio Custodes====&lt;br /&gt;
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One word: Don&#039;t.&lt;br /&gt;
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The Custodes treat the Militia as &#039;&#039;&#039;By the Emperor&#039;s Command&#039;&#039;&#039;, so you can&#039;t do anything for them aside from being a disposable meatwall because you give each other -1Ld, which is a deal breaker for already flimsy Militia Ld. If you want melee support, take Space Marines.&lt;br /&gt;
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====Sisters of Silence====&lt;br /&gt;
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The Sisters of Silence can&#039;t be anywhere near the Militia just by the simple virtue of the &#039;&#039;Anathema&#039;&#039; sub-type. Considering how shit your Leadership is, this won&#039;t ever end well for you. You can mitigate it with &#039;&#039;&#039;Warrior Elite&#039;&#039;&#039;, but their niche of massed Assault Needlers can be filled with &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, so they&#039;re not really doing anything for you at range. If you want melee support, take some Space Marines, who at least don&#039;t actively screw you.&lt;br /&gt;
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====Knights-Errant====&lt;br /&gt;
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Snowflake Space Marines that can be taken as HQ for any Loyalist detachment. Cannot be your Warlord and cannot be Compulsory HQ, so you still have to take a Force Commander.&lt;br /&gt;
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*&#039;&#039;&#039;Nathaniel Garro, Former Battle-Captain of the Death Guard 7th Battle Company, The Agentia Primus, Hand of the Sigillite &amp;lt;sup&amp;gt;(Legacies)&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; He&#039;s a superlative duellist who has AP2 &#039;&#039;Brutal (2)&#039;&#039; at initiative on offense and &#039;&#039;Battle-hardened (1)&#039;&#039;/4++ on defense, which improves to 3++ in challenges. What&#039;s the problem? He&#039;s an infantry model, and Militia infantry don&#039;t want to be in melee in general, while your melee units in Cavalry/Ogryns cannot be joined by him. He&#039;s indisputably good in melee, the Force Commander can be OK and the Discipline Master/other characters can even be half-decent, but the rest of the squad is inevitably going to be garbage in melee due to lack of Power weapons. So either your 185pt IC sits there doing nothing while your squad (Command Cadre/Grenadier) shoots from a safe distance, or the rest of the squad dies when they charge into melee because no matter how many melee Provenances you take, you don&#039;t want to charge elite enemy melee units. Think very carefully.&lt;br /&gt;
*&#039;&#039;&#039;Tylos Rubio, Former Codicier of the Ultramarines&amp;lt;sup&amp;gt;(Legacies)&amp;lt;/sup&amp;gt;:&#039;&#039;&#039; Much better than Garro because he can actually support the rest of your army with his Telepathy/Divination powers. Feel free to take Psychic tests; Rubio&#039;s Ld10 means you have 11/12 chance of passing, and [[Grimdark|you don&#039;t care if you lose 2 or 3 of your dirt-cheap models to Perils]]. Being Ld10 even stiffens the terrible Morale issues that run throughout your army, particularly if combined with a Discipline Master. Consider taking 50 Levy just to act as fodder for him.&lt;br /&gt;
*&#039;&#039;Precision Shots (6+)&#039;&#039; from Divinatory Aegis means you get it on half your hits on BS2 Levy, letting you pile on the hurt on sergeants, banner carriers and the like. This works particularly well with (what else?) &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, where your Levies get 2 shots from a very safe 30&amp;quot; thanks to Lasrifles. Your 50 Levies fire 100 shots, of which 16.6 are &#039;&#039;Precision Shots&#039;&#039;. This means, on average, you can inflict just under 1 unsaved wound against MEQ, which is comparable performance to actual snipers you get from Reconnaissance Squads. Similar performance can be obtained with Assault Needler Grenadiers, who fire 60 shots but wound on 3+, and can force Pinning tests on an enemy squad &#039;&#039;&#039;after&#039;&#039;&#039; killing their sergeant. Better yet, bag 2 guys in one go by taking the Psychic test for &#039;&#039;Precision Shots (5+)&#039;&#039; and double your hits to also kill banner carriers/Nuncio-voxes to deny other sources of Ld. Considering how many &#039;&#039;Concussive/Pinning&#039;&#039; weapons you have, cutting enemy Ld like this is a great idea. Of course, you can also cast it on other units and, for instance, snipe a Praetor with your Laser Destroyer Rapiers.&lt;br /&gt;
**Bagging 2 guys in one go is nice, [[Cheese|but what about 3 guys?]] Rubio can also cast Diviner&#039;s Dart, which has &#039;&#039;Sniper&#039;&#039; and therefore lets you choose the target model, while its S6 AP2 means you can likely kill anyone without an Invulnerable save/&#039;&#039;Feel No Pain&#039;&#039;. That said, it has 18&amp;quot; range, so it may be harder to use in a Lasrifle gunline. Alternatively, cast Divinatory Aegis on a friendly squad and target one enemy squad, then use Diviner&#039;s Dart on a model from another enemy squad entirely. &lt;br /&gt;
*Telepathy is also great because it lets you either outright cancel someone&#039;s Reaction or prevent them from Reacting by Pinning them. This is great in both ranged builds (eliminate Return Fire, get one more &#039;&#039;Pinning&#039;&#039; weapon to screw melee units) and melee builds (self-explanatory). The 24&amp;quot;/36&amp;quot; range of Telepathy powers also lets Rubio&#039;s unit stay at a safe range in ranged builds, while Rubio is a stronger melee combatant in melee builds than being a Knight-Errant Librarian would suggest, thanks to &#039;&#039;Divine Guidance&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Divisio Assassinorum====&lt;br /&gt;
&lt;br /&gt;
Ancestors of the modern [[Officio Assassinorum]]. A bit like Knights Errant in that they&#039;re non-compulsory HQ for any Loyalist detachment, but unlike them cannot buff your army or interact with them in any way due to &#039;&#039;Assassin&#039;&#039; sub-type and &#039;&#039;Distrusted Allies&#039;&#039;. All have Tactical Displacement, allowing them to move Ix2 inches in any direction when shot at, cancelling the shooting attack if they&#039;re out of range/sight afterwards, and can &#039;&#039;Infiltrate/Scout&#039;&#039;. Generally not really good at actual assassination (at least against models actually worth assassinating like ICs), but can be useful in other circumstances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Clade Adamus:&#039;&#039;&#039; The [[Weeaboo|ninja]]. Is quicker than the other choices due to &#039;&#039;Fleet (2)&#039;&#039;. Has a S+1 AP3 &#039;&#039;Rending (5+)&#039;&#039; Nemesii Blade in melee, where he can [[The Book of Weeaboo Fightan Magic|trade out his attacks for one Decapitation strike with S2 AP1 &#039;&#039;Fleshbane Murderous Strike (2+)&#039;&#039;, and in challenges copy his opponent&#039;s WS/I.]] For ranged needs and +1A, he also has a Needlespine Blaster that is both a 3-shot Bolt Pistol and a 1-shot Needle Pistol with &#039;&#039;Poisoned (2+)&#039;&#039;. Is forced to challenge as long as there is any enemy Character in the combat.&lt;br /&gt;
**Very questionable for actually killing enemy ICs, as copying enemy WS/I simply means he hits 1/2 of the time and at the same time as his opponent. Any self-respecting IC will have better weapons and protection than him, which means it&#039;s suicide to use his normal attacks, while his Decapitation Strike is too unreliable simply because he has 4+ to hit and has to deal with Invulnerable saves. His ability to simply wipe squads is limited too, as he&#039;s forced to challenge and will thus waste the 1st turn murdering the squad sergeant, while the other guys get free hits in on him (because he&#039;s alone and thus can be hit from outside the challenge) and can possibly get rescued by a nearby squad next turn because the Adamus hasn&#039;t actually killed them. This is even if you make it into melee to begin with, as you have no defense against Overwatch beyond 4+/4++. Think carefully.&lt;br /&gt;
*&#039;&#039;&#039;Clade Callidus:&#039;&#039;&#039; The [[Team_Fortress_2#Spy|shapeshifter]]. &#039;&#039;Polymorphine&#039;&#039; prevents attacks from against them (ranged or melee) until the Callidus shoots, meaning there&#039;s nothing the enemy can do about her making her way to his backline units. Has a S3 AP1 &#039;&#039;Rending (5+)&#039;&#039; sword with &#039;&#039;Phase Shift&#039;&#039;, disallowing any and all saves on 6+ to wound. At range she has a Neuro-shredder, which is a S1 Template with &#039;&#039;Rending (5+) Synaptic Disruptor&#039;&#039;, which is &#039;&#039;Phase Shift&#039;&#039; by another name.&lt;br /&gt;
**Her sword ends up being the same as the Adamus because its terrible strength means you wound on 5+ anyway, while she lacks the sheer damage output. As a result, she is again not good enough for killing ICs. However, as she cannot be shot at, she&#039;s great for walking up to Heavy Support Squads and the like and ripping into them with her sword. With how good massed heavy weapons are against literally your whole army, this alone can be worth her 125pts. That said, her being alone, nothing stops your opponent from sacrificing the squad sergeant to soak up her attacks for 1 turn while he tries to set up a countercharge and save his unit, so it&#039;s not as straightforward as it sounds.&lt;br /&gt;
*&#039;&#039;&#039;Clade Culexus:&#039;&#039;&#039; The [[Blank]]. Has the Sisters of Silence standard &#039;&#039;Anathema&#039;&#039; making him immune to Psychic Powers/Weapons, &#039;&#039;Adamantium Will (3+)&#039;&#039; and an Ethereum forcing Snap Shots against him. Has an Animus Speculum (S4 AP4 &#039;&#039;Rending (6+) Psy-shock&#039;&#039;) at range, and a S:User AP2 &#039;&#039;Fleshbane Reaping Blow (1)&#039;&#039; in melee. Has &#039;&#039;Fear (2)&#039;&#039; too, which stacks on top of &#039;&#039;Anathema&#039;&#039; for a cumulative -3 Ld.&lt;br /&gt;
**The one guy with a flat AP2 weapon and he is WS4. Go figure. He&#039;s simply unable to hit enemy ICs reliably enough to score kills, while there are better choices in assassins for killing ranged MEQ squads. Combined with the poor performance of the Animus Speculum, this means the Culexus&#039; ability to kill things is quite limited.&lt;br /&gt;
**That said, his intense creepiness means the enemy gets huge penalties to Ld tests caused by your long list of &#039;&#039;Concussive/Pinning&#039;&#039; weapons, while he&#039;s difficult to kill because of forcing Snap Shots and being too quick to catch due to and high I allowing him to make use of Withdraw and Tactical Displacement. If used properly, you can use him to help Pin an entire enemy flank, after which you can destroy that flank (charge them with chainaxes, blast them with 10 Leman Russes, we won&#039;t judge) and start rolling up the enemy. Moreover, if the enemy suffers from &#039;&#039;Concussive&#039;&#039;, the Culexus can himself land more hits in melee. Needless to say, he&#039;s also very good against Thousand Sons/Daemons, as he can force Perils of the Warp with his Animus Speculum while.&lt;br /&gt;
*&#039;&#039;&#039;Clade Eversor:&#039;&#039;&#039; The [[Rage|berserker.]] Has a pistol that is functionally both a Bolt Pistol and a Needle Pistol, which also gives +1A to his Neuro-gauntlet (&#039;&#039;Shred Fleshbane Rending (6+)&#039;&#039;) in melee. Only has 3A, but has &#039;&#039;Counter-attack (1)&#039;&#039; and can take Frenzon for +3A in return for taking wounds on 1s to hit. When he dies he explodes, causing S4 AP3 &#039;&#039;Fleshbane&#039;&#039; hits to everyone in d6&amp;quot;. Also has a Power Sword, but you&#039;ll never use it because it&#039;s worse than the Neuro-gauntlet.&lt;br /&gt;
**Again cannot kill ICs, as he only has AP3. Instead, use him to kill other things. Automata are extremely vulnerable, as he hits before them, has tons of attacks, ignores their 3+ saves and wounds on flat 2+ due to &#039;&#039;Fleshbane&#039;&#039; wounding on 2+ and &#039;&#039;Shred&#039;&#039; cancelling out the reroll from &#039;&#039;Automata&#039;&#039;. Also great at murdering MEQ squads... if you can get him into melee. Countercharging engaged units is a good way, as is employing him in a melee build to force a choice between killing him or the 15 Lance Cavalry models on Overwatch. That said, his explosive tendencies can really screw over your models, as it&#039;s more or less a guaranteed death for anyone smaller than an Ogryn. Position him carefully, whether before or during combat.&lt;br /&gt;
*&#039;&#039;&#039;Clade Vanus:&#039;&#039;&#039; The [[Alpha Legion|hacker.]] Not very good (by Assassin standards anyway) at fighting with her pair of Laspistols and pair of dataspikes (S+2 AP3 &#039;&#039;Haywire Rending (5+)&#039;&#039;) because she&#039;s WS/BS4. However, you don&#039;t bring her to kill shit, but to mess with your opponent.&lt;br /&gt;
**Her Auspectre is basically an upgraded Augury Scanner, preventing &#039;&#039;Infiltrate&#039;&#039; within 18&amp;quot; of her and allowing free &#039;&#039;&#039;Interceptor&#039;&#039;&#039; on her; in addition, she can also pass a Ld test to hack any vehicle within 12&amp;quot; [[Troll|(friend or foe)]] to instead make the Interceptor shooting attack with one of its defensive weapons instead, which will almost always be an improvement over her laspistols. Her Vox Disruptor Array on the other hand messes with enemy Deep Strikes (and its variants of Drop Pods, Subterranean Strike and Area Denial Drop), making them Disordered on 1-3 rather than on 1. The two of these add up to mean that you can to a large extent eliminate alternate deployment methods from the enemy; they can&#039;t &#039;&#039;Infiltrate&#039;&#039; near her, and if they get a Disordered Deep Strike you can deploy his units far away from your own, thus forcing them to slog through your ranged fire. Very good for ranged builds. Strongly consider using &#039;&#039;Infiltrate/Scout&#039;&#039; to deny as much of No Man&#039;s Land to the enemy&#039;s &#039;&#039;Infiltrate&#039;&#039; units as possible.&lt;br /&gt;
** She can also use her 1337 haxxor skilz to upon passing a Ld test inflict D3 wounds on an enemy Automata within 12&amp;quot;, but takes a wound if she fails. The problem with this is that D3 wounds generally isn&#039;t enough to kill Automata, and she&#039;s now in range for the Automata to shoot/charge her next turn. That said, you can use Tactical Displacement to move her out of the way if she gets shot, and she can to an extent kill Automata in close combat. Moreover, if she&#039;s in over her head, she has a one-use &#039;&#039;Hit and Run&#039;&#039;. &lt;br /&gt;
*&#039;&#039;&#039;Clade Venenum:&#039;&#039;&#039; The [[Death Guard|poisoner.]] Has a S5 AP4 &#039;&#039;Poisoned (3+) Rending (6+)&#039;&#039; template (so a Toxiferran Flamer?) at range, and a S:User AP3 &#039;&#039;Poisoned (3+)&#039;&#039; knife in melee. The sword has &#039;&#039;The Venem&#039;&#039;, which forces anyone who has taken unsaved wounds from it to take another wound on a 5+ every subsequent turn, as well as awarding VPs as if he was killed, unless he has &#039;&#039;Eternal Warrior&#039;&#039;. On defense, other than the normal 4+/4++, he also cannot be affected by &#039;&#039;Rad-phage&#039;&#039;, cannot otherwise lose Toughness, and can only be wounded by &#039;&#039;Poisoned/Fleshbane&#039;&#039; weapons (so even if the weapon&#039;s strength would itself give a better roll) on 5+ or above, as well as having Poison Globes forcing successful charges against him to be rerolled.&lt;br /&gt;
**Not nearly as good as the Eversor at killing shit, due to having fewer attacks and a worse roll to wound. However, he doesn&#039;t explode when he dies like the Eversor, which means it&#039;s much safer to use him in conjunction with your units. You can also stick him in front of your army to muck up charges by making the enemy charge him instead and force rerolls on charge distance in the process... or he may just get shot off the table because he&#039;s a lone 125pt model and only has 4+/4++. Using him may require some forethought.&lt;br /&gt;
*&#039;&#039;&#039;Clade Vindicare:&#039;&#039;&#039; The [[Ork Snipers|sniper.]] A BS8 guy with a 100&amp;quot; S7 AP2 &#039;&#039;Rending (6+) Murderous Strike (5+)&#039;&#039; sniper rifle, meaning you&#039;ll almost always land a hit and the hit will almost always hurt a lot. What&#039;s the problem? You get 1 shot, and you get nothing to mitigate Invulnerable saves and &#039;&#039;Feel No Pain&#039;&#039; or even the fact that your target is multi-wound beyond &#039;&#039;Murderous Strike&#039;&#039;. With the toughness/Invulnerable saves most ICs have, this means actually sniping enemy HQs is not a very good idea. He also has a S6 AP4 &#039;&#039;Breaching (6+)&#039;&#039; pistol, but if the enemy gets close enough to your 100&amp;quot; range sniper that he needs to use his pistol, you&#039;re doing something wrong.&lt;br /&gt;
**That said, he&#039;s an acceptable way of bringing AA. As his to hit can never be affected by anything, he stands a good chance of shooting down Flyers while manning an AA gun on a Fortification choice, or eve with his personal weapons. With the shortage of &#039;&#039;Skyfire&#039;&#039; weapons in your list, this is one of your few choices beyond bringing in actual allies. It helps that he can also use the AA emplacement to fire on ground units if there are no Flyers, as he still fires at full BS. Think carefully about bringing him for actually sniping models; you can also get snipers in your Troops who don&#039;t eat your only spare HQ slot.&lt;br /&gt;
&lt;br /&gt;
===Agents of the Warmaster===&lt;br /&gt;
====Cults Abominatio====&lt;br /&gt;
An evil mirror of the Assassinorum, the Cults Abominatio are even less caring about their methods of waging war, binding subjects to all sorts of daemons for disastrous results. As with the assassins, they are considered a non-compulsory choice for a Traitor army and are considered &#039;&#039;Distrusted Allies&#039;&#039;. Their &#039;&#039;Abomination&#039;&#039; sub-type makes them unable to be joined by anything and unable to be the warlord but they ignore all movement penalties when moving or charging through terrain and ignore Dangerous Terrain. They also gain the &amp;quot;Empyreal Shift&amp;quot; reaction, letting them roll a Ld check if they&#039;re charged, shot at, or if an enemy moves within 12&amp;quot; of them. On a pass, they can immediately teleport 12&amp;quot; in any direction, but a failure makes both them and the enemy that triggered the reaction take d6 unsavable wounds.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Infernus Abomination:&#039;&#039;&#039; A hideous human merged with a daemon, this thing is essentially an assassin with a 4+/4++, &#039;&#039;Adamantium Will (3+)&#039;&#039; and the ability to regenerate wounds every turn. His lone gun makes it only usable on neighboring infantry squads, as it&#039;s a point-blank Assault 2d6 gun with &#039;&#039;Fleshbane&#039;&#039; and no AP. In melee, however, it isn&#039;t quite as hosed as the loyalists as its lone melee weapon has multiple profiles between a Hammerblade made to cleave through MEQ and TEQ, a nimble Spinelash to beat enemies to the punch, and Talon-Rakes best suited for mowing through hordes.&lt;br /&gt;
&lt;br /&gt;
===Ruinstorm Daemons / Bound Daemons===&lt;br /&gt;
Daemons are available both both as Allies and an in-detachment option depending on whether you have taken Rogue Psykers or not. They are always Sworn Brothers as Agents of the Warmaster, but are prohibited from joining each others units because of the limitation built into the &#039;&#039;Daemon&#039;&#039; subtype.&lt;br /&gt;
&lt;br /&gt;
Whether you take them as Ruinstorm Daemons or as Bound versions, you get access to dedicated melee units that your own army is unlikely be able to match. Daemon Regents and Brutes are superior in melee to naked Ogryns and they are able to fill glaring gaps in your army list and be customised on a per-unit basis thanks to &#039;&#039;Aetheric Dominions&#039;&#039; rather than depend on a all-unit Provenance granted by the commander.&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pin &#039;em down!:&#039;&#039;&#039; You have Pinning weapons from 4 slots and you will need to utilize them basically regardless of the army you build. Your melee units need it to deny Reactions because your units die horribly to basically any form of Overwatch and basically all of your melee provenances only work on the charge, so Hold the Line removes all of them. Your ranged units need them, because they die horribly to basically any form of Return Fire and anyone engaging them in melee. As mentioned the Kalliope is your premier choice, but don&#039;t forget your various types of snipers and Earthshakers; in particular, the Sniper Rifle&#039;s &#039;&#039;Rending (5+)&#039;&#039; means 5 rifles can statistically kill any 1W model that only has an armour save, so snipe the enemy sergeant and force Pinning to be tested at lower Ld. Force multiple Pinning tests on one or two enemy squads (preferably from outside their range to avoid Return Fire), then unload with the rest of the army once they&#039;re Pinned. This of course doesn&#039;t apply to Vehicles as they cannot React with &amp;gt;S7 weapons (basically all of their good weapons), don&#039;t usually have that much small arms fire and cannot be Pinned anyway; feel free to shoot them with your anti-tank weapons. &lt;br /&gt;
**Particularly relevant with &#039;&#039;&#039;Armoury of Old Night&#039;&#039;&#039;, where your Assault Needler Grenadiers/Command Cadres become enormous sources of &#039;&#039;Pinning&#039;&#039; weapons. You don&#039;t get a lot of range at 18&amp;quot;, but that&#039;s still quite a lot if you&#039;re using it to counter melee units, on top of it being genuinely a very killy weapon.&lt;br /&gt;
**A similar principle applies to your enormous list of &#039;&#039;Concussive&#039;&#039; weapons and how literally all of your infantry/Cavalry can get one. Forcing multiple tests to take the enemy down to your WS can actually be a competitive choice compared to taking &#039;&#039;&#039;Feral Warriors&#039;&#039;&#039; and gaining WS.&lt;br /&gt;
*&#039;&#039;&#039;Swamp &#039;em!:&#039;&#039;&#039; There are units that you can&#039;t really avoid taking enormous casualties against; for instance, without &#039;&#039;&#039;Industrial Stronghold&#039;&#039;&#039;, Heavy Bolters/Volkites counter basically your entire army. However, despite the emphasis in the above point about Pinning your enemy to deny Reactions, your enemy only has so many Reactions at the end of the day and your units are cheap enough that you can throw multiple at them. Tough luck, your opponent&#039;s 20 Volkite Chargers gunned down your entire Levy squad on Overwatch. Good thing you charged them with 2 squads and the other squad is ripping into them with 50 Chainaxes. Your opponent killing one squad of Infantry on Return Fire doesn&#039;t help him when there&#039;s 4 more squads shooting at his unit.&lt;br /&gt;
*&#039;&#039;&#039;How do I kill him if I can&#039;t see him coming?:&#039;&#039;&#039; Like with Solar Auxilia, your opponent knows you&#039;re playing an army that&#039;s generally good at range and will try to take it away from you with Deep Strikes, &#039;&#039;Infiltrate&#039;&#039;, etc. Unlike Solar Auxilia, you don&#039;t get Augury Scanners to counter it by spamming Interceptor. As charging from Deep Strike is a thing now, expect to lose a few units; just make sure you don&#039;t lose important units. Do this either by spreading out so far that the Deep Strike can&#039;t get to of your important units (eg. don&#039;t put all of your Rapiers/Field Guns in the same spot), or conversely concentrate your army in one place so your opponent has to get through all of the less important Infantry/Levy before reaching your big guns; in any case, try to make sure that once the Deep Striking units break the unit they charged, they&#039;re in range of your whole army ready to be blasted off the table next turn. Alternatively, take a melee list and &amp;quot;no u&amp;quot; your opponent&#039;s melee units with copious chainaxes/Cavalry/Ogryns. Of course, the easiest way is to take allies who do have Augury Scanners, but some of us play &#039;&#039;&#039;Marcher Lord&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==Building your Army==&lt;br /&gt;
&lt;br /&gt;
USE YOUR DAMN IMAGINATION! Want an army of Jetpack Beastmen? Abhuman Muster and Survivors of the Dark Age. This army is about as customizable as you could possibly get but, they&#039;re restricted by the biggest source of customization being army wide. The units can take a startling rainbow of standard weapons, but like a rainbow, many of the options are almost the same. Its entirely possible (albeit better for friendly counts as games) to proxy a fantasy army, such as the Empire or possibly Skaven. Look at the stuff available on GW&#039;s website. Empire, Elf, Guard, Skaven, (some) Skitarii, even ORKS (with some converting) can work! Since many tournaments ban forgeworld anyway, look to other model sites if it suits your fancy. All of it works, all of its totally fluff friendly. WoC? Feral worlders. Infinity stuff? Technological advanced enclave. A WW2 model range? You get the idea. If you ever wanted to make an army thats truly &amp;quot;you&amp;quot;, a one of a kind masterpiece, et cetera, this is for you. You may not exactly win, but you sure as hell wont be forgotten. Hell, make your army a bunch of chicks with swag armour and do a proto-sisters of battle army. Then piss people off and give them gene-crafted for Sister Marines, alchem-jackers with frenzon for RED RAGE sisters, or cyber sex gals.&lt;br /&gt;
If you&#039;re using Survivors of the Dark Age and decent armor, why not make an army of [[Adeptus_Arbites|Arbites]]? Survivors of the Dark Age and Abhuman Helots work for an army of Squats. Any combination of Tainted Flesh, Abhuman Helots, Feral Warriors and &lt;br /&gt;
Cult Horde could give you an army of [[Beastmen]]. Want something vaguely Calibanite? Warrior Elite and SotDA works well to that end. &lt;br /&gt;
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{{Warhammer_30k_Tactics}}&lt;br /&gt;
[[Category:Warhammer Tactics/30k]]&lt;/div&gt;</summary>
		<author><name>185.220.101.166</name></author>
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